5th August 2007, 03:29 PM | #1 |
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subobject breakdown omg help
Im importing my ac3d file onto a game but whenever i inject the model it says...
Error:subobject problem maximum subobjects allowed for this model:3 your model broke down into: 36 this is the model i was injecting...dont ask
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6th August 2007, 02:19 PM | #2 |
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Re: subobject breakdown omg help
Hi Smokey69,
What game are you modding? Sometimes, if you are replacing a model that has some sort of animation attached, you need to make sure your model has the same type\number of parts or the game will freak out when it tries to apply the animation. If you select your meshes (object mode) how many meshes does AC3D show? Other things to try: Try snapping together vertices by a very small distance (<.0001) on the vertex menu, then optimize vertices and surfaces from the object menu. It's easy to accidentally end up with lots of duplicate vertices, and some games are sensitve to that. Also, try "unifying" your normals, making sure they all point toward the outside of the object. Press 'N' to show normals, and make sure all of the pink lines are sticking out like hairs, and not pointing toward the hull of the boat. For the sail, make sure all the normals are pointing out of the same side. Some games will partition the model differently if your normals are facing different directions. |
8th August 2007, 12:49 AM | #3 |
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Re: subobject breakdown omg help
I was modding halo
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8th August 2007, 03:58 PM | #4 |
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Re: subobject breakdown omg help
I took a quick peek at some of the halo tutorials.
If you're using HMT, it looks like your exported model has to have the same number of vertices and indices as the original model. Most people seem to recommend exporting the highest poly model you can find in the game, editting it to make it into whatever you want, then re-importing it. You also have to triangulate your model. You can do this in AC3D with Surface > Triangulate. |
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