Not really a specific model section, so hopefully the mapping section will do.
I started working on this for the polycount contest, but never entered. Just recently got the urge to finish it up. Pyro fireplace poker with fireworks strapped on. Textures obviously are not final.
The problem has to do with the triangles. It's at 6404 tris, which is fine for a viewmodel/world model at the highest LOD... however after I compile it, it doubles the tris to 12808 for reasons I simply do not understand.
None of my other models have done this.
I've confirmed that I don't have a duplicate mesh in there, heh.
Using XSI Mod Tool. Exporting as SMD doesn't seem to be the problem; I export, reimport it, it's at the same number of tris. Something to do with GUIStudio or my QC:
The QC is setup for a basic staticprop so I could work on the texture (I'll compile as an actual weapon later after fixing problems and fully texturing).
Any idea what's doubling the tri count?
Kep
I started working on this for the polycount contest, but never entered. Just recently got the urge to finish it up. Pyro fireplace poker with fireworks strapped on. Textures obviously are not final.
The problem has to do with the triangles. It's at 6404 tris, which is fine for a viewmodel/world model at the highest LOD... however after I compile it, it doubles the tris to 12808 for reasons I simply do not understand.
None of my other models have done this.
I've confirmed that I don't have a duplicate mesh in there, heh.
Using XSI Mod Tool. Exporting as SMD doesn't seem to be the problem; I export, reimport it, it's at the same number of tris. Something to do with GUIStudio or my QC:
Code:
$cd "C:\Program Files\Steam\steamapps\[USER]\sourcesdk_content\tf\modelsrc\earkham\WIP\pyro_poker\"
$modelname "weapons\c_models\c_pyropoker\c_pyropoker.mdl"
$model studio "./w_firepoker_ref.smd"
$cdmaterials "models\weapons\v_pyropoker\"
$scale 1
$staticprop
$surfaceprop "metal"
$texturegroup skinfamilies
{
{ "v_firepoker_base.vmt" "v_firepoker.vmt" }
{ "v_firepoker_base.vmt" "v_firepoker_blue.vmt" }
}
$sequence idle "idle" fps 0.01
// Physics data
$collisionmodel "generic_collision_phys.smd" {
$Mass 1000
$concave }
The QC is setup for a basic staticprop so I could work on the texture (I'll compile as an actual weapon later after fixing problems and fully texturing).
Any idea what's doubling the tri count?
Kep