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FSXA Index buffer exceeds maximum size

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unitedstates
Well, I know what the "Index buffer exceeds maximum size" export error does for scenery. It makes volume shadows useless. One shadow is generated that follows the user everywhere. The rest of the shadows may or may not go haywire.

Ground scenery casts shadow must be enabled to see it.

Don't suppose there's a work around other than splitting the model up?

Jim
 
I think that means your model has too many poly's
Although in the past I found that 1 part could be too heavy in poly's and
your over all poly count does not matter.....

So export your project in several parts until you figure out what part is causing
the overflow buffer....Then make a new part....

DG:eek:
 
Hi,

I suspect this means one of your model parts has too many polygons. You could just try to split that into two model parts by using a slightly different material (for example diffuse colour tiny bit different).
 
Thanks guys.

I'd like to believe it's something making a new texture would resolve but it acts like a global limit. I've consolidated parts and textures and I've gotten to the point that I can add one more box, textured or not, and it will send it into the index buffer error and screw up the volume shadow presentation.

Without that box, everything is fine. Model polygons total 23336.

Does anyone know of a vertex counter for GMAX?

Jim
 
NOT a "new texture!" The same texture but a "new FSX Material..."

Polygon counter is found under the "Hammer Icon's" dialog box. It will give you a vertex count for the selected objects, but depending on whether you are using E-Poly or E-Mesh, the total will change.

I generally use E-Poly mode, so I multiply the total selected vertex count by 2.5x to account for the doubling of vertices when retriangulated, plus another bunch for "texture vertices" which are NOT in that reported total.
 
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OK, no more than 5000 polygons per FSX Material and I'm still getting a vertex warning. I guess I'll have to split it up.

The Poly Counter under the hammer icon was what I used to get the previous 23,336 poly count (total model). I was looking for something that actually read vertices.

Thanks again,

Jim

No, the mullion is not 3D the windows are planes. There are only two buildings on the whole airport.
 

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Can you also count triangles? Polygon count says little for the MDL file.

The index buffer is shared for the entire object, but it should be able to hold around 1431655765 triangles, so you are not likely to run out of them.

So I guess more likely the problem in the model part that references them. But even there int32 are used, so you should not run out that quickly. Interesting or would this be an exporter limitation and not a MDL one?
 
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