SDK Question Anim8or Plugin Problem...

OrionSamson

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Hi everyone!

Lately, I have been using the Anim8or plugin to export my meshes to Orbiter and have run into a wierd problem.

I have extensivly tested and re-tested to see what the problem is and have come up empty handed.

Here it is, My Anim8or plugin for exporting meshes into Orbiter seems to work fine (most of the time) however, there is ONE mesh that will not export and keep getting the (Out of bounds memory in scripts) line 189 error.

I know that the mesh is not too big in bytes (45 MB in Anim8or and 70 MB in Orbiter) because I have a similar file almost as big and it exports just fine. I tested this one by doubling all the verticies and tried to make it fail but couldnt. It ended up being about 120MB and it ran in Orbiter but was very laggy. Now, my problem mesh has more materials and the only thing that I can think of is that either I have too many materials in the file OR too many meshes assinged to the materials or a particular material. I have gone through the mesh looking for duplicates and un-assinged materials and all of that.

Is there any trick that I am missing? I assume that I can export only meshes and Not any sub divisions or surfaces...

Would appreciate the help:)
 
Perhaps try exporting and converting your project with some other application and see if that works.

Try Vinka's 3ds2msh (http://users.swing.be/vinka/3ds2msh_050630.zip ) in conjunction with Mustard's Windows interface (http://orbiter.mustard-fr.com/addons/3ds2msh.php)and see if your mesh will successfully export. If it does, you might be able to see what is causing the problem. I've found that memory errors often have to do with what look like vector fragments, and can be consolidated with MeshWizard.
 
N0mad23,

I have used the 3Ds2Msh and various other mesh converters in the past with sucess in the past and present. That is how I know the acutal size of the Orbiter msh file. The Anim8or plugin for some reason dosen't like that particular file. All of the other Files I have will export to Orbiter msh but not this one. What could it be?

(Oh forgot, I split this file into 2 and it does export them seperatly!)

When it is one file it dosent export...
 
70MB? Could you enlighten us as to what this mesh is? Sounds exciting.
 
The plug-in uses anim8or to transform the mesh into triangles, possible that this step causes the memory problems.

As Orbiter is a real-time application and 70 MB just for this single mesh far beyond the limits of sanity, I doubt there is anything I can do for you.

I know that anim8or can deal with 68 MB 3DS meshes, with almost 700,000 polygons, but I have never attempted exporting a mesh with such triangle counts to orbiter. Such large meshes are made for raytracing, not real-time rendering.

Also remember that Orbiter uses DirectX 7.0 currently as base of it's rendering and can only deal with scenes with less than 250,000 triangles, before frame rates collapse. This number includes other spacecraft, planets and triangles used for rendering atmosphere and particles.
 
The plug-in uses anim8or to transform the mesh into triangles, possible that this step causes the memory problems.

As Orbiter is a real-time application and 70 MB just for this single mesh far beyond the limits of sanity, I doubt there is anything I can do for you.

I know that anim8or can deal with 68 MB 3DS meshes, with almost 700,000 polygons, but I have never attempted exporting a mesh with such triangle counts to orbiter. Such large meshes are made for raytracing, not real-time rendering.

Also remember that Orbiter uses DirectX 7.0 currently as base of it's rendering and can only deal with scenes with less than 250,000 triangles, before frame rates collapse. This number includes other spacecraft, planets and triangles used for rendering atmosphere and particles.

I have had these meshes for about a year and have been using 3DS2Msh to make them and run them in Orbiter all the time. I have had some frame rate hits, but not much on my comp. The total size of my mesh file is not the issue, I already tested it.

What I am asking is there a Limit on the amount of materials that I can use and if so how many. Also how may meshes in the file can be assinged to a single material. My tests concluded that the mesh if split in 2 can export to the Orbiter Msh format.

Also, the Triangle step in the plugin, what kind of meshes can have a problem with that step? I.E. (Spheres, boxes, pyrimids and so on..)

BTW here the total counts of the mesh file when I use 3Ds2Msh

Groups 3994
Points 1078314
Faces 839743


-----Post Added-----


A mesh of what in Star Trek?

USS Enterprise (Refit) from TMP...

This work is based off what I have seen on screen in that movie and the work of others. The external model is about 16 to 18 mb cant remmeber. And the internal scenes are the rest.

I have the main bridge and with the chairs by themselves adds about 9 mb lol. The rest of the bridge is about 18 mb (as big as the rest of the mesh!)
I can always rip the bridge from the main mesh at any time to make my VC and have it as a seperate mesh, when I learn to write my own space craft module.

The rest of the internal scenes are by the windows and have considered using less detail in the multitudes of simple chairs distributed throughout the saucer section. In addition, I had to build the decks from scratch, and have to extensivly mody those so that they can fit in the Enterprise.

I have upgraded the Docking ports just last week to reflect more of what I have seen on screen.

In the future, I plan on making the Shuttle Bay and predict it will add yet another 20 to 30 mb to the mesh! When that is done I will then learn to make the module and have it call the VC for the bridge and keep the 70 mb where it is or a little lower.

I have had some multiple copies of identical meshes in the mesh and in the past but since then have corrected it.

Someday this summer I hope it will be finished and ready to play..
 
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