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MCX What does the below XtoMDL generated warning mean?

Dave_W

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warning.JPG


I realize that it's only a warning, but I'd like to know what it means. :scratchch
 

arno

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Hi,

The index buffer are the indices of your triangles into the vector list. So this would normally mean you have too many indices in there (e.g. too complex part).

Although I am not sure if this warning really gives issues.
 

Dave_W

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Thanks Arno,

I have exported some objects where I get several of these warnings and I haven't seen any problems with the objects in FSX.

That was why I wondered what the warning meant.

Anyway, it probably wouldn't be a bad idea for me to reduce the part complexity.
 
D

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If I remember correctly, that or a similar error warning comes up when you are using a single material for too many parts/polys, and when exporting from Max or gmax, it is actually a fatal error.. The simple cure to this, which you might try, is to create a new material with all parameters identical to the original material EXCEPT ONE irrelevant one, and then assign some of the parts/polys to this new material.
 

n4gix

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That is absolutely correct. While the objects may appear correct in the sim, it is quite possible that some set of polys may not be textured correctly.
 

arno

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If I remember correctly, that or a similar error warning comes up when you are using a single material for too many parts/polys, and when exporting from Max or gmax, it is actually a fatal error.. The simple cure to this, which you might try, is to create a new material with all parameters identical to the original material EXCEPT ONE irrelevant one, and then assign some of the parts/polys to this new material.

ModelConverterX should automatically split parts with too many triangles with one material for you. It does use the same strategy of cloning the material and changing one color value slightly to make them unique.

But since the warning was shown here, something must still be too complex :)
 

Dave_W

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Thanks everyone.

Manfred said:
when you are using a single material for too many parts/polys

That is the case here.

Bill said:
While the objects may appear correct in the sim, it is quite possible that some set of polys may not be textured correctly.

That seems likely.

Arno said:
ModelConverterX should automatically split parts with too many triangles with one material for you. It does use the same strategy of cloning the material and changing one color value slightly to make them unique.

But since the warning was shown here, something must still be too complex

That is probably why I get away with exporting it.

Yes, it is too complex and will be simplified before/ if I am ever finished. :oops:
 
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