I know you can change it in the Animator, but I don't know which file. I have a model or two with JUST OVER 8,000 vertexes, and they are already simplified.
Also, is Dim3 designed for G3s and Pentium IIIs or something? Because I have a $299 Windows PC that can run games with 193 40,000+ vertex objects at full speed 1024x768 all options max. Why can't this be done on Dim3? (I don't have anything with that many vertexes, but...why?)
Thanks!
it can

its just set in the dim3 code (when brian wrote dim3). he could make it 4485782365278596237485632498756 if he wanted to but it would go at about .000000000000001 frames per second and your computer would probably crash and never turn on again.
its set to 8000 cause 8000 polygons is way to many

.
what the kinda model are you making?!?!
you shouldn't need NEARLY that many polygons. i remember not to long ago when i would make models then notice that they had 8100 polygons :D
My recommendation: remake the whole model and buy a book on low-poly modling.
also make really good textures so you don't need as many polygons.
there is no way to change the maxamim # of polygons without editing animator itself.
oh yea, its 8000 TRIANGLE POLYGONS, not vertexes.
Please note that DOOM3 and UTXXXX models all have poly counts way below 8000, and there are super-high end need a big machine to run programs. Part of what makes a great game modeller is the ability to create good looking low-poly models.
DOOM3 makes great use of bump-maps to make up for the missing polygons.
You can do the same thing in dim3, but you'll need to generate real bump-maps instead of using the built-in auto generator. The auto-generator is nice for prototyping, and can get some decent results on high-contrast things, but can NOT do the same kind of job a poly-reduction->bump map modeler can do (I just don't have the missing mesh information, I'm guessing the bump from light/dark areas.)
Height maps are you second best bet, they have the missing info and can do a good job.
Real bumps are your best bet, though.
[>] Brian
Ok, but when I tried to apply my own bumpmap, it gave me a blank box still...
Is there a simplify option in Wings? I think there is but have no clue how to use it...
Thanks!
Barclay Walsh Wrote:Ok, but when I tried to apply my own bumpmap, it gave me a blank box still...
Is this in the interface or when you play the game? What does the bump map look like -- they need to be proper dot3 maps.
[>] Brian
They are proper DOT3 maps. I have many. It is in the Editor/Animator interface, but it doesn't apply when playing, either.
Barclay Walsh Wrote:They are proper DOT3 maps. I have many. It is in the Editor/Animator interface, but it doesn't apply when playing, either.
Even in the new beta I just put out (it has a new texture dialog.) What happens? You click edit and it never shows up?
[>] Brian
i have a question too and this is really annoying me because i have simpified my models to speed up my game progress and because of my lack of making a texture a complete model because i dont know where to put what where on the texture to make it come there on the model :S
why does the animator only support 32 textures per model?:S
i actually do not use that many textures but every object i make with cinema 4d that uses the same single texture is interperted by the animator as a new object that is actually using another texture while it is the same as other.
so what might be a good model in cinema4d that is using maybe using 5 or 6 textures ends up in the animator as a model that suddenly uses 48 textures :s
please help :s