STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
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Soampbar Aug 5, 2024 @ 9:00am
What is Crowbar's polygon limit for .dmx to .mdl
This number's probably out there, I'm just having a hard time finding it. I could also be mistaking it as max tris, verts, or something else just cause I'm not the most familiar with how Crowbar does its processing.

After attempting to process certain Vroid Studio models, I'll receive this error. The most recent model I processed had ~30,000 verts, ~43,000 faces, and ~43,000 tris before reduction.

Working on "pm compile.qc"
DMX Model c:\[path to main model]\[model].dmx
ERROR: 'EXCEPTION_STACK_OVERFLOW' (assert: 1)
ERROR: Aborted Proccessing on '[playermodel].mdl'
WARNING: Leaking 705 elements (this number can vary)
CROWBAR: Deleted empty temporary compile folder

After reducing the counts to about ~17,000 verts, ~21,000 faces, and ~21,000 tris, I can process the model just fine. If anyone happens to know what limitations exist, it would be super helpful!!
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Soampbar Aug 5, 2024 @ 9:26am 
After a bit more searching, I found this piece of info from the Valve dev wiki.
- https://developer.valvesoftware.com/wiki/Model_Creation_Overview#.MDL_files

Although there is a limit of maximum 17,433 vertices per .SMD, the limit per .MDL is much higher: 63828 vertices and 127474 triangles (anything that exceeds these numbers will result into a broken model). To achieve this - split your model into multiple .smd files and simply specify them with $model, $body or $bodygroup (each smd should still be 17,433 verts max).

This is pretty helpful, but I don't know if the cap is the same or different (hopefully higher) for .dmx files, which is essentially the number I'm looking for.
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