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XtoMdl vertex limit problems...

Robert,

I didnt say to make a multi-material. Just make a secondary material that is a duplicate of the other material and assign that to half the parts that have the same texture.

Another words, lets say I have a fuselage texture and I have lets say 60,000 polygons riding on that texture and suddenly its not compiling. The ansere is to make a second material called Fusealge2, and select half of the parts that use 'Fuselage' material, and apply instead 'Fusealge2' onto them. It should then export without any problems.

Not a mult-material, just a duplicate with same texture and a different name.

Robert Kerr just hit this barrier a couple of weeks ago and found out it was exactly this. He is now compiling once again and adding parts. He too thought it was a Vertice limit, but its not. Its a material bug.


Bill
 
Hey Bill.

Get what you're saying, but it is still a vertex limit per material problem isn't it? I mean whether it's applied as a multi-material to the same mesh or as you say multiple materials to multiple objects, it's still just fixing the problem which is that you can't have one material being used for over 65K verts?

For example, let's say my pilot seats are 90K verts (on export) - So, it's broken, not compiling, as the object is just using the one material. I can fix this in a number of ways:

1. Detach half the elements of the seat into a new object and rework the UV's of both objects to fit half the texture space, so for e.g. break the original 2048x2048 down to 2 textures of 2048x1024. This is less than ideal as it will require additional UV work and if there's a large solid element in the UV sheet this might not fit into half the size. Also fewer, but bigger textures are easier to work with and additionally if the seat is animated these 2 objects will need to be combined (although this still works fine I'm not sure if it's as efficient).

2. I can duplicate the original material and apply it to half the polygons in the mesh of the same object, whilst the other half still have the original material applied, so we're still just using the one 2048x2048 texture. But this does then form a multi-material does it not? I may be wrong about this...

3. I can duplicate the original material decide what elements of the chair I want to apply this to (as in 2) but detach those elements into a new object and then apply the duplicated material to this object. So now we have 2 objects at 45K verts, each with their own (albeit identical) material and only one 2048x2048 texture.

Also, and as I say I really am new to working with FS, so don't want to say anything that isn't correct, but I think I remember reading that for these duplicated material solutions the 2 materials can't actually be unique. Other than the name I think you might need to alter one of the properties too, even just a tiny bit (like moving a slider one notch for e.g.).

Be very interested to hear which of the above approaches you would consider best/most efficient. Thanks in advance for helping clear up the confusion here if I'm mistaken.

Cheers,

Robert

(so far I have been going with option 1 by the way...)
 
Hey Robert,


From what I heard, and how Robert fixed his, and how Aces fixed the ultralight, was they simply created a 'new material' that uses the same texture (art) and uses the same settings and assigned the material to some of the parts.

Note; No multi-materials are used... None..


Bill
 
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