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what is the vert cap for a model in radiant

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Created 11 years ago
by smasher248
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some of my aw guns wont load in radiant, what is the vert cap for a model to go into radiant?
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17k-17.5k and for models in general its 21k-21.5k (this may be higher, but slightly and when u get this high, you can also get another error)
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17k-17.5k and for models in general its 21k-21.5k (this may be higher, but slightly and when u get this high, you can also get another error)

i just put a 12.9k vert model into radiant and it didnt work
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i just put a 12.9k vert model into radiant and it didnt work

I've found that it's not so much a vert limit, but a file size of 4MB-5MB. I had a 6MB model with 11k verts and it crashed radiant, reduced it to 3.7MB and it worked fine.
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i hope u guys realize when I talk about verts, i talk about vert tris. thats the only thing that counts in the vert part. then u get deformed triangles
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i had the same issue with exo models  and a bunch of other models. i usually resolve this pretty easy in maya
separate mesh and remove some parts of the model. obviously only remove parts that aren't noticeable.
then export model and try again  if it still doesnt work then u will most likely need to remove more from the model. 
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i had the same issue with exo models  and a bunch of other models. i usually resolve this pretty easy in maya
separate mesh and remove some parts of the model. obviously only remove parts that aren't noticeable.
then export model and try again  if it still doesnt work then u will most likely need to remove more from the model.

cheers i will just do that
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such a horrible method. first off that wasnt the question, second... if its able to be imported into waw, but not radient, just spawn it using a script struct. that way the model is 100% without losing vets via the method he said or the reduction method
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such a horrible method. first off that wasnt the question, second... if its able to be imported into waw, but not radient, just spawn it using a script struct. that way the model is 100% without losing vets via the method he said or the reduction method

K.
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such a horrible method. first off that wasnt the question, second... if its able to be imported into waw, but not radient, just spawn it using a script struct. that way the model is 100% without losing vets via the method he said or the reduction method


I wouldnt be comfortable using a script struct for spawning those  models.
Id rather just fix using maya that way it resolves the issue.

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I wouldnt be comfortable using a script struct for spawning those  models.
Id rather just fix using maya that way it resolves the issue.
that is why people like you will never be able to import models with high vet tris sucessfully. I told you the proper method. If the vert tris is over radient's limits, spawn it in. This way no quality is lost and it doesnt look like the lowest LOD. But since im only n1, the guy who imports models @80k and up, what would i know rite?
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that is why people like you will never be able to import models with high vet tris sucessfully. I told you the proper method. If the vert tris is over radient's limits, spawn it in. This way no quality is lost and it doesnt look like the lowest LOD. But since im only n1, the guy who imports models @80k and up, what would i know rite?
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Yeah, and your method doesnt save on entities in map, meaning higher possibility for G-Spawn :P
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Yeah, and your method doesnt save on entities in map, meaning higher possibility for G-Spawn :P


and mem limit problems
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and mem limit problems
mem limits is no prob, since either way itll b the same.

 
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