• Model I am trying to compile into gmod appears as a blank effect.
    33 replies, posted
[QUOTE=sentrygunman;38535465]holy FUCK how and anyway yes thats why most models over around 50k polys wont compile unless you do tricky stuff, but 179k polys for that bike i really dont see how you managed that[/QUOTE] Heh, well I'm actually using a different bike model. And I got the model off of a website. [url]http://thefree3dmodels.com/stuff/vehicles/racing_bicycle/13-1-0-286[/url] to be exact. The model I posted is actually 10522 polys so I guess I could try compiling that model now that I know what I'm doing for the most part.
[QUOTE=marco900;38535339]Here's the qc. I don't think ive changed anything, but here it is. [code]$modelname Bike/Bike.mdl $cdmaterials Models/Bike $scale 0.3 $body mybody "bikeref.smd" $staticprop $surfaceprop "metal" $sequence idle "bikeidle.smd" loop fps 15 $collisionmodel "bikephys.smd" { $Mass 10 $concave } $keyvalues { "Metal.Medium" { "base" "Metal.Base" } }[/code] [editline]20th November 2012[/editline] What is the polygon limit for source? The polygon counter in 3ds max says the model has 179,673 polygons.[/QUOTE] Oh lol. For reference - Alyx clocks at around 8000 polygons and is a fully animated model. Anything over 2k for a bicycle seems far too excessive. The ten K model should compile though. Just don't use the reference as a physics model. Make a simplified one yourself for that.
[img]http://i.imgur.com/2YxWS.jpg[/img] I got the model into Gmod, although the read derailleur part isn't in the model for some reason. But It's good. Thanks a lot for the help guys.
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