Hi guys,
I'm having some serious issues with my export and before considering any drastic measures I thought I'd try asking here first.
Sorry for the long post, am really stuck here and not sure how best to proceed. I know it's a lot to get through but I'd *really* appreciate any help as right now I'm in a deep hole.
Here's the problem:
My model (VC) is around 560,000 polygons (note polygons NOT triangles). I have split it up correctly in 3dsMax 2008 so all elements are within the 65K vertex limit. I can export the x-file without issues and it comes in at around 140MB. When I try to convert the x-file to an FSX model using the 'send to' method the conversion will fail listing ' Exception of type 'System.OutOfMemoryException' was thrown' as the error.
I've been speaking to Bill (Lionheart) who has run into these issues himself and it would appear that there is no work around for this problem other than to reduce the polycount. For me to reduce my model to an export viable number I'm looking at a reduction of ~250,000 polygons or ~50%. Whilst I have about 10-15% fat that can relatively easily be trimmed off without loss of detail 50% is going to be a real killer (not to mention a ton of work).
If any one has any thoughts whatsoever for solutions to fix this I would greatly appreciate it. I'm up for trying *anything,* no matter how 'out of the box' it might be.
Here are some possible solutions that come to mind (in slight desperation):
1. Is there *any* way of attaching some of the static mesh as another model file, so for e.g. the actual VC would comprise of the all animating parts and whatever extra mesh I can add up to the poly limit + then there would be another file(s) consisting of purely static geometry (seats, floor etc) which would be referenced from the VC export as an' effect,' 'missile,' or something set to be loaded/displayed permanently. Can you allow elements of the exterior model to be viewed from the VC for e.g.? -Not that this would solve the problem, but there might be a cheeky hack in it to get another 100K polys as the exterior model is much lower than the VC.
2. Is it possible that my computer simply doesn't have enough RAM to complete the conversion? I have 4GB Corsair Dominator RAM, whilst not a lot by today's standards I doubt lack of physical memory's the issue as when I monitor the RAM usage via task manager during the process there is always a decent chunk free. I assume the problem is that XToMdl is a 32-bit application and can only access so much. Would love to hear from someone with 8-16GB. Whilst my motherboard can only take up to 8GB total I'm willing to upgrade my entire rig to get this export through.
3. I *think* someone mentioned that there is some form of FS9 export tweaker that gets over the poly limits it used to have, making it comparable with FSX's supposed no upper limit, ho hum... It looks like FS9 models are very limited compared to FSX though (no spec or bump maps?). So I doubt this'd be a good way to go. Would like to know if anyone's tried it though, is there really no upper limit now + what features would I be missing?
4. Prepar3D has new export tools for the latest versions of 3dsMax. Is it possible that LM might have a newer version of XToMdl or possibly be able to create a new one which actually truly has no upper poly limit. Clearly I don't expect to just send them an email and then out pops a nice 64-bit XToMdl, but if you join their development program *maybe* they could help? I'm assuming that models would be compatible between the two?
5. Give up on FSX (really don't want to do this) + look into what X-Plane 10 has to offer. Clearly the program is still in dev and will be properly supported unlike the abandoned FSX. If I have export issues here at least there is hope of new tools through talking with the dev team. + Once MS FLIGHT is released there will hopefully be a communication channel here also which should get things working if there's a prob exporting for that platform. Clearly FLIGHT is very much an unknown right now though.
6. Bite the bullet and just chop the polys. There is no magical solution or clever hack. Keep the high poly model for other titles, such as X-Plane 10, MS FLIGHT (hopefully...) and future releases. This options as with the previous one is pretty heart breaking really.
I *know* I should have exported and been testing the model during it's dev, rather than going for such a long time without. I exported a test model over a year ago which checking the FSX model with DrawCallMonitor comes in at ~540,000 triangles. Shortly after this export I had a totally unrelated HDD crash and didn't want to get everything set up again until I'd finished the model (which I thought unrealistically would only be a few months). I knew that FSX was meant to have no upper poly limit and I knew that current gen graphics cards could deal fine with the high poly mesh. I have around 10 years industry experience as a game artist so I knew from what I could see in Max and previous exports just how the model would look in FSX when complete (and the bits of it I can export in isolation do look just as desired). I was a little worried about performance but not overly concerned + could deal with reducing the polys somewhat if needed - a hard export limit though I clearly can't deal with! So, I'm aware I should have been exporting frequently, *normally* I would have + it was foolish of me not to.
Sorry again for the length of this post, thanks for reading if you're still here. I'm not *quite* at my wits' end yet, but getting there fast. This model has been an absolutely *insane* amount of work and the thought of losing most of it due to what is likely a 32-bit exe memory limitation is frustrating beyond words.
Thanks very much in advance for any help/suggestions,
Robert
I'm having some serious issues with my export and before considering any drastic measures I thought I'd try asking here first.
Sorry for the long post, am really stuck here and not sure how best to proceed. I know it's a lot to get through but I'd *really* appreciate any help as right now I'm in a deep hole.
Here's the problem:
My model (VC) is around 560,000 polygons (note polygons NOT triangles). I have split it up correctly in 3dsMax 2008 so all elements are within the 65K vertex limit. I can export the x-file without issues and it comes in at around 140MB. When I try to convert the x-file to an FSX model using the 'send to' method the conversion will fail listing ' Exception of type 'System.OutOfMemoryException' was thrown' as the error.
I've been speaking to Bill (Lionheart) who has run into these issues himself and it would appear that there is no work around for this problem other than to reduce the polycount. For me to reduce my model to an export viable number I'm looking at a reduction of ~250,000 polygons or ~50%. Whilst I have about 10-15% fat that can relatively easily be trimmed off without loss of detail 50% is going to be a real killer (not to mention a ton of work).
If any one has any thoughts whatsoever for solutions to fix this I would greatly appreciate it. I'm up for trying *anything,* no matter how 'out of the box' it might be.
Here are some possible solutions that come to mind (in slight desperation):
1. Is there *any* way of attaching some of the static mesh as another model file, so for e.g. the actual VC would comprise of the all animating parts and whatever extra mesh I can add up to the poly limit + then there would be another file(s) consisting of purely static geometry (seats, floor etc) which would be referenced from the VC export as an' effect,' 'missile,' or something set to be loaded/displayed permanently. Can you allow elements of the exterior model to be viewed from the VC for e.g.? -Not that this would solve the problem, but there might be a cheeky hack in it to get another 100K polys as the exterior model is much lower than the VC.
2. Is it possible that my computer simply doesn't have enough RAM to complete the conversion? I have 4GB Corsair Dominator RAM, whilst not a lot by today's standards I doubt lack of physical memory's the issue as when I monitor the RAM usage via task manager during the process there is always a decent chunk free. I assume the problem is that XToMdl is a 32-bit application and can only access so much. Would love to hear from someone with 8-16GB. Whilst my motherboard can only take up to 8GB total I'm willing to upgrade my entire rig to get this export through.
3. I *think* someone mentioned that there is some form of FS9 export tweaker that gets over the poly limits it used to have, making it comparable with FSX's supposed no upper limit, ho hum... It looks like FS9 models are very limited compared to FSX though (no spec or bump maps?). So I doubt this'd be a good way to go. Would like to know if anyone's tried it though, is there really no upper limit now + what features would I be missing?
4. Prepar3D has new export tools for the latest versions of 3dsMax. Is it possible that LM might have a newer version of XToMdl or possibly be able to create a new one which actually truly has no upper poly limit. Clearly I don't expect to just send them an email and then out pops a nice 64-bit XToMdl, but if you join their development program *maybe* they could help? I'm assuming that models would be compatible between the two?
5. Give up on FSX (really don't want to do this) + look into what X-Plane 10 has to offer. Clearly the program is still in dev and will be properly supported unlike the abandoned FSX. If I have export issues here at least there is hope of new tools through talking with the dev team. + Once MS FLIGHT is released there will hopefully be a communication channel here also which should get things working if there's a prob exporting for that platform. Clearly FLIGHT is very much an unknown right now though.
6. Bite the bullet and just chop the polys. There is no magical solution or clever hack. Keep the high poly model for other titles, such as X-Plane 10, MS FLIGHT (hopefully...) and future releases. This options as with the previous one is pretty heart breaking really.
I *know* I should have exported and been testing the model during it's dev, rather than going for such a long time without. I exported a test model over a year ago which checking the FSX model with DrawCallMonitor comes in at ~540,000 triangles. Shortly after this export I had a totally unrelated HDD crash and didn't want to get everything set up again until I'd finished the model (which I thought unrealistically would only be a few months). I knew that FSX was meant to have no upper poly limit and I knew that current gen graphics cards could deal fine with the high poly mesh. I have around 10 years industry experience as a game artist so I knew from what I could see in Max and previous exports just how the model would look in FSX when complete (and the bits of it I can export in isolation do look just as desired). I was a little worried about performance but not overly concerned + could deal with reducing the polys somewhat if needed - a hard export limit though I clearly can't deal with! So, I'm aware I should have been exporting frequently, *normally* I would have + it was foolish of me not to.
Sorry again for the length of this post, thanks for reading if you're still here. I'm not *quite* at my wits' end yet, but getting there fast. This model has been an absolutely *insane* amount of work and the thought of losing most of it due to what is likely a 32-bit exe memory limitation is frustrating beyond words.
Thanks very much in advance for any help/suggestions,
Robert



