• MDL Compiler Error WTF
    7 replies, posted
I was compiling a model and got this Generating optimized mesh "C:\SourceSDK\hl2\models/opforguy.sw.vtx": ERROR: short conversion out of range 92016 ERROR: Aborted Processing on 'opforguy.md what does this mean?
"opforguy.md" Check to see if you typed that correctly. It should be "opforguy.mdl" not "opforguy.md"
hmm ill check it
[url]https://developer.valvesoftware.com/wiki/Short_conversion_out_of_range[/url]
[QUOTE=wraithcat;38173124][url]https://developer.valvesoftware.com/wiki/Short_conversion_out_of_range[/url][/QUOTE] weird, decompiler says it has only 20821 vertices, when the limit is 32767
[QUOTE=legoman6986;38173244]weird, decompiler says it has only 20821 vertices, when the limit is 32767[/QUOTE] AFAIK, both numbers are different things. From what I can tell, it might have something like 20821 POLYGONS and 92016 vertices. Not too bright with MDL Compiler, but that's what I can tell. I got that too when compiling models like Tiny Tina from borderlands 2: MDLCompiler said it was, say, 13043 "vertices" and then it turned out to be 40k-ish vertices. Your model is slightly too complex.
You can try using the FakeFactory compiler. I know that it supports far more high-poly models, but I don't know what the limit on it is. I've never used it myself, though. Never had the need to.
[QUOTE=Sgt. Lulz;38180872]AFAIK, both numbers are different things. From what I can tell, it might have something like 20821 POLYGONS and 92016 vertices. Not too bright with MDL Compiler, but that's what I can tell. I got that too when compiling models like Tiny Tina from borderlands 2: MDLCompiler said it was, say, 13043 "vertices" and then it turned out to be 40k-ish vertices. yeah I had to smooth out the model twice after moving bones, and I think it added more vertices Your model is slightly too complex.[/QUOTE]
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