Exporting/Converting Problems

Ok, so I'm not exactly new to exporting models into Sins. I've done many conversions on my own and gotten them fully working in-game. However, I just ran into this problem today: the model I want to export is too big for the 3dsmax SoaSE import/export script (an error comes up after about half an hour of exporting when it's at 90+%) and the .xsi files I export can't be opened by the convertxsi.exe (Failed to open Venator.xsi).

The model is ~11,000 polys, is that too big for Sins, or just too big for any of the exporters currently available? My current temporary fix is removing alot of detail from the bottom of the model (EvilleJedi's latest incarnation of the Venator-class) as I don't look at the bottom all that often.

Anyone have any suggestions?
3,518 views 3 replies
Reply #1 Top
Please, some help would be greatly appreciated.
Reply #2 Top
For comparison, 11 000 polygons is I believe about 9-10 times the standard poly count for Sins frigates. My own models rarely go over 1500 polygons. Granted, Venator is more complicated than frigates, but still.

If you are talking about that Venator model seen around EAW, I would recommend cutting off all those protrusions on the mesh and simulating them with some texturing, maybe increase the bump mapping or such. If that's the model I'm thinking of, it has a lot of those boxy protrusions actually modelled in, which looks great but ups the ante on the poly count...
Reply #3 Top
I could take out the details in the trenches and some on the other surfaces and still have it look pretty decent. And yes, it is a very high poly model. Making the textures add that detail will take some work, but I believe it is worth it.