Munging rep_weap_fly_jedifighter_cannon_ord.odf
Munging rep_weap_fly_jedifighter_missile.odf
Munging rep_weap_fly_jedifighter_missile_exp.odf
Munging rep_weap_fly_jedifighter_missile_ord.odf
Munging rep_weap_fly_vwing_cannon.odf
Munging rep_weap_fly_vwing_cannon_exp.odf
Munging rep_weap_fly_vwing_cannon_ord.odf
Munging rep_weap_fly_vwing_ptorpedo.odf
Munging rep_weap_fly_vwing_ptorpedo_exp.odf
Munging rep_weap_fly_vwing_ptorpedo_ord.odf
Munging rep_weap_hover_fightertankt_cannon.odf
Munging rep_weap_hover_fightertank_cannon.odf
Munging rep_weap_hover_fightertank_cannon1.odf
Munging rep_weap_hover_fightertank_cannon1_exp.odf
Munging rep_weap_hover_fightertank_cannon1_ord.odf
Munging rep_weap_hover_fightertank_cannon_exp.odf
Munging rep_weap_hover_fightertank_cannon_ord.odf
Munging rep_weap_hover_fightertank_laser.odf
Munging rep_weap_hover_fightertank_laser_ord.odf
Munging rep_weap_hover_fightertank_launcher.odf
Munging rep_weap_hover_fightertank_launcher_exp.odf
Munging rep_weap_hover_fightertank_launcher_ord.odf
Munging rep_weap_hover_fightertank_missile.odf
Munging rep_weap_hover_fightertank_missile_exp.odf
Munging rep_weap_hover_fightertank_missile_ord.odf
Munging rep_weap_hover_speederbike_cannon.odf
Munging rep_weap_hover_speederbike_cannon_exp.odf
Munging rep_weap_hover_speederbike_cannon_ord.odf
Munging rep_weap_inf_anti_armor.odf
Munging rep_weap_inf_anti_armor_exp.odf
Munging rep_weap_inf_anti_armor_ord.odf
Munging rep_weap_inf_arccaster.odf
Munging rep_weap_inf_arccaster_exp.odf
Munging rep_weap_inf_arccaster_ord.odf
Munging rep_weap_inf_autoturret.odf
Munging rep_weap_inf_autoturret_dispenser.odf
Munging rep_weap_inf_autoturret_ord.odf
Munging rep_weap_inf_binoculars.odf
Munging rep_weap_inf_buff_defense.odf
Munging rep_weap_inf_buff_defense_ord.odf
Munging rep_weap_inf_chaingun.odf
Munging rep_weap_inf_chaingun_ord.odf
Munging rep_weap_inf_commando_pistol.odf
Munging rep_weap_inf_commando_pistol_ord.odf
Munging rep_weap_inf_dc15s_side_arm.odf
Munging rep_weap_inf_dc15s_side_arm_ord.odf
Munging rep_weap_inf_dcrifle.odf
Munging rep_weap_inf_dcrifle_ord.odf
Munging rep_weap_inf_dcsniper.odf
Munging rep_weap_inf_dcsniper_ord.odf
Munging rep_weap_inf_detpack.odf
Munging rep_weap_inf_detpack_destroyed_exp.odf
Munging rep_weap_inf_detpack_dispenser.odf
Munging rep_weap_inf_detpack_dispenser_exp.odf
Munging rep_weap_inf_detpack_dispenser_ord.odf
Munging rep_weap_inf_detpack_exp.odf
Munging rep_weap_inf_detpack_ord.odf
Munging rep_weap_inf_emp_launcher.odf
Munging rep_weap_inf_emp_launcher_exp.odf
Munging rep_weap_inf_emp_launcher_ord.odf
Munging rep_weap_inf_forcepull_ord.odf
Munging rep_weap_inf_forcepush.odf
Munging rep_weap_inf_forcepush_ord.odf
Munging rep_weap_inf_fusioncutter.odf
Munging rep_weap_inf_mine_dispenser.odf
Munging rep_weap_inf_orbital_attack_salvo_exp.odf
Munging rep_weap_inf_orbital_attack_salvo_ord.odf
Munging rep_weap_inf_pistol.odf
Munging rep_weap_inf_pistol_ord.odf
Munging rep_weap_inf_powerup_dispenser.odf
Munging rep_weap_inf_remotedroid.odf
Munging rep_weap_inf_remotedroid_blaster.odf
Munging rep_weap_inf_remotedroid_blaster_ord.odf
Munging rep_weap_inf_remotedroid_destruct.odf
Munging rep_weap_inf_remotedroid_exp1.odf
Munging rep_weap_inf_remotedroid_exp2.odf
Munging rep_weap_inf_remotedroid_ord.odf
Munging rep_weap_inf_rifle.odf
Munging rep_weap_inf_rifle_ord.odf
Munging rep_weap_inf_rocket_launcher.odf
Munging rep_weap_inf_rocket_launcher_exp.odf
Munging rep_weap_inf_rocket_launcher_ord.odf
Munging rep_weap_inf_shotgun.odf
Munging rep_weap_inf_shotgun_ord.odf
Munging rep_weap_inf_sniper_rifle.odf
Munging rep_weap_inf_sniper_rifle_ord.odf
Munging rep_weap_inf_thermaldetonator.odf
Munging rep_weap_inf_thermaldetonator_exp.odf
Munging rep_weap_inf_thermaldetonator_ord.odf
Munging rep_weap_inf_timebomb.odf
Munging rep_weap_inf_timebomb_destroyed_exp.odf
Munging rep_weap_inf_timebomb_exp.odf
Munging rep_weap_inf_timebomb_ord.odf
Munging rep_weap_laser_pulse_heavy_ord.odf
Munging rep_weap_laser_pulse_medium_ord.odf
Munging rep_weap_lightsaber.odf
Munging rep_weap_lightsaber_aalya.odf
Munging rep_weap_lightsaber_anakin.odf
Munging rep_weap_lightsaber_kiyadi.odf
Munging rep_weap_lightsaber_obiwan.odf
Munging rep_weap_lightsaber_obiwanv.odf
Munging rep_weap_lightsaber_yoda.odf
Munging rep_weap_walk_atrt_laser.odf
Munging rep_weap_walk_atrt_laser_exp.odf
Munging rep_weap_walk_atrt_laser_ord.odf
Munging rep_weap_walk_atte_laser.odf
Munging rep_weap_walk_atte_laser_exp.odf
Munging rep_weap_walk_atte_laser_ord.odf
Munging rep_weap_walk_atte_rear_gun.odf
Munging rep_weap_walk_atte_rear_gun_ord.odf
Munging rep_weap_walk_atte_recoilless.odf
Munging rep_weap_walk_atte_recoilless_exp.odf
Munging rep_weap_walk_atte_recoilless_ord.odf
Munging rep_weap_walk_atte_turret_cannon.odf
Munging rep_weap_walk_atte_turret_cannon_exp.odf
Munging rep_weap_walk_atte_turret_cannon_ord.odf
Munging rep_weap_walk_oneman_atst_cannon.odf
Munging rep_weap_walk_oneman_atst_cannon_exp.odf
Munging rep_weap_walk_oneman_atst_cannon_ord.odf
Munging rep_weap_walk_oneman_atst_gun.odf
Munging rep_weap_walk_oneman_atst_gun_exp.odf
Munging rep_weap_walk_oneman_atst_gun_ord.odf
Munging uta_fly_ride_gunship.odf
Munging uta_fly_ride_gunshipmyg.odf
Done
Munging com_sfx_groundcrack.fx
Munging com_sfx_jedismash.fx
Munging rep_sfx_jetpack.fx
1 file(s) moved.
Munging rep_hero_aalya.combo
Munging rep_hero_ep3obiwan.combo
Munging rep_hero_kiyadi.combo
Munging rep_hero_macewindu.combo
Munging rep_hero_yoda.combo
1 file(s) moved.
rep_1st_cockpit_atte has 618 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_fightertank has 183 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_gunship has 682 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_securitycam has 131 vertices and no collision geometry - using normal geometry
rep_1st_sharpshooter has 978 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_fusioncutter has 323 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_pistol has 716 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_rifle has 666 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_sniperrifle has 714 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 876 to 874
_ReduceShadowMesh: reduced edge count from 288 to 212
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (275 verts 1538 edges)
_ReduceShadowMesh: reduced edge count from 1086 to 1084
This Model has 44 Bones
SplitSkinnedSegments: Split segment with 25 bones (max 15) into 9, 16 (0 overlap)
SplitSkinnedSegments: Split segment with 31 bones (max 15) into 10, 21 (0 overlap)
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 7, 14 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 86 to 84
_ReduceShadowMesh: reduced edge count from 84 to 80
_ReduceShadowMesh: reduced edge count from 80 to 76
_ReduceShadowMesh: reduced edge count from 66 to 36
_ReduceShadowMesh: reduced edge count from 168 to 122
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 228 to 134
_ReduceShadowMesh: reduced edge count from 36 to 30
_ReduceShadowMesh: reduced edge count from 108 to 72
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 60 to 54
_ReduceShadowMesh: reduced edge count from 252 to 210
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 72 to 42
_CreateShadowMesh(lod:0): created hires shadow (224 verts 848 edges)
rep_weap_inf_pistol has 605 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 848 to 846
_ReduceShadowMesh: reduced edge count from 456 to 372
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 60 to 54
_ReduceShadowMesh: reduced edge count from 240 to 170
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 282 to 216
_ReduceShadowMesh: reduced edge count from 348 to 254
_CreateShadowMesh(lod:0): created hires shadow (295 verts 1266 edges)
rep_weap_inf_rifle has 789 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 204 to 174
_ReduceShadowMesh: reduced edge count from 312 to 210
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 468 to 316
_CreateShadowMesh(lod:0): created hires shadow (175 verts 728 edges)
rep_weap_inf_sniperrifle has 428 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 15, 2 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 870 to 866
_CreateShadowMesh(lod:0): created hires shadow (225 verts 1322 edges)
... Exporting HW soft skinned/SW hard skinned
all_inf_luke_low1 has 329 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
_CreateShadowMesh(lod:0): created hires shadow (18 verts 60 edges)
all_weap_inf_lightsabre has 50 vertices and no collision geometry - using normal geometry
hud_arc170_shape has 91 vertices and no collision geometry - using normal geometry
hud_ATRT_shape has 86 vertices and no collision geometry - using normal geometry
hud_IFT_shape has 69 vertices and no collision geometry - using normal geometry
hud_jedistarfighter_shape has 62 vertices and no collision geometry - using normal geometry
hud_rep_defense_buff has 15 vertices and no collision geometry - using normal geometry
hud_rep_weap_defense_buff_icon has 15 vertices and no collision geometry - using normal geometry
hud_Vwing_shape has 52 vertices and no collision geometry - using normal geometry
rep_1st_arctrooper has 978 vertices and no collision geometry - using normal geometry
rep_1st_clonecommander has 978 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_combatspeeder has 354 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_gunshipgnr has 522 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_jedistarfighter has 448 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_speederbike has 651 vertices and no collision geometry - using normal geometry
rep_1st_feluciatrooper has 871 vertices and no collision geometry - using normal geometry
rep_1st_gunner has 706 vertices and no collision geometry - using normal geometry
rep_1st_htrooper has 706 vertices and no collision geometry - using normal geometry
rep_1st_jettrooper has 978 vertices and no collision geometry - using normal geometry
rep_1st_pilot has 978 vertices and no collision geometry - using normal geometry
rep_1st_trooper has 978 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_chaingun has 834 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_landmine has 220 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_launcher has 554 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 948 to 808
_ReduceShadowMesh: reduced edge count from 330 to 326
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 90 to 74
_ReduceShadowMesh: reduced edge count from 90 to 74
_CreateShadowMesh(lod:0): created hires shadow (315 verts 1598 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 108 to 94
_ReduceShadowMesh: reduced edge count from 174 to 114
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 258 to 226
_ReduceShadowMesh: reduced edge count from 144 to 138
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 108 to 84
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 168 to 108
_ReduceShadowMesh: reduced edge count from 96 to 88
_Reduce_ReduceShadowMesh: reduced edge count from 1648 to 1638
rep_fly_arc170fighter_dome has 471 vertices and no collision geometry - using normal geometry
rep_fly_assault_dome has 286 vertices and no collision geometry - using normal geometry
rep_fly_cat_dome has 517 vertices and no collision geometry - using normal geometry
rep_fly_gunship_dome has 216 vertices and no collision geometry - using normal geometry
rep_fly_jedifighter_dome has 134 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 744 to 526
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 564 to 500
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 84 to 66
_ReduceShadowMesh: reduced edge count from 84 to 66
_CreateShadowMesh(lod:0): created hires shadow (343 verts 1518 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 360 to 300
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh_ReduceShadowMesh: reduced edge count from 190 to 186
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 70 to 64
_ReduceShadowMesh: reduced edge count from 70 to 64
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 28 bones (max 15) into 15, 15 (2 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 13, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 972 to 968
_CreateShadowMesh(lod:0): created hires shadow (242 verts 1424 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1392 to 1388
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
rep_inf_aaylasecura_low1 has 520 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 892
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (290 verts 1692 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_arctrooper_low1 has 773 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 13, 9 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (197 verts 1158 edges)
... Exporting hard skinned
rep_inf_clonecommander_low1 has 446 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_ep3anakin_low1 has 497 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 5, 15 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1346 edges)
... Exporting hard skinned
rep_inf_ep3armoredpilot_low1 has 473 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting hard skinned
rep_inf_ep3cloakedanakin_low1 has 361 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 4, 14 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (221 verts 1302 edges)
... Exporting hard skinned
rep_inf_ep3heavytrooper_low1 has 766 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 1032 to 1012
_CreateShadowMesh(lod:0): created hires shadow (252 verts 1468 edges)
... Exporting hard skinned
rep_inf_ep3jettrooper_low1 has 900 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_ep3obiwan_low1 has 492 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 10, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 890
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1346 edges)
... Exporting hard skinned
rep_inf_ep3sniper_low1 has 748 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 966 to 962
_CreateShadowMesh(lod:0): created hires shadow (243 verts 1430 edges)
... Exporting hard skinned
rep_inf_ep3spacepilot_low1 has 376 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1350 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_ep3trooper_low1 has 954 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 11, 12 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 942 to 938
_ReduceShadowMesh: reduced edge count from 468 to 458
_CreateShadowMesh(lod:0): created hires shadow (239 verts 1396 edges)
... Exporting hard skinned
rep_inf_feluciatrooper_low1 has 546 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
rep_inf_jettrooper_low1 has 973 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1350 edges)
... Exporting hard skinned
rep_inf_kiadimundi_low1 has 484 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 15, 2 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 870 to 866
_CreateShadowMesh(lod:0): created hires shadow (225 verts 1322 edges)
... Exporting hard skinned
rep_inf_luke_low1 has 328 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_macewindu_low1 has 505 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1350 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 876 to 874
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1326 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_trooper_low1 has 667 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 13, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 5, 15 (1 overlap)
_ReduceShadowMesh: reduced edge count from 762 to 756
_ReduceShadowMesh: reduced edge count from 102 to 94
_ReduceShadowMesh: reduced edge count from 102 to 94
_CreateShadowMesh(lod:0): created hires shadow (223 verts 1232 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 828 to 822
_ReduceShadowMesh: reduced edge count from 102 to 92
_ReduceShadowMesh: reduced edge count from 102 to 92
_CreateShadowMesh(lod:0): created hires shadow (215 verts 1192 edges)
rep_inf_yoda_low1 has 470 vertices and no collision geometry - using normal geometry
This Model has 33 Bones
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 348 to 290
_ReduceShadowMesh: reduced edge count from 144 to 104
_ReduceShadowMesh: reduced edge count from 144 to 104
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 84 to 48
_CreateShadowMesh(lod:0): created hires shadow (176 verts 714 edges)
SplitSkinnedSegments: Split segment with 26 bones (max 15) into 10, 16 (0 overlap)
SplitSkinnedSegments: Split segment with 26 bones (max 15) into 13, 13 (0 overlap)
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 24 bones (max 15) into 7, 17 (0 overlap)
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 2, 15 (0 overlap)
_ReduceShadowMesh: reduced edge count from 384 to 346
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 72 to 62
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 40
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 96 to 80
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 72 to 64
_ReduceShadowMesh: reduced edge count from 96 to 80
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceSrep_weap_aalya_lightsabre has 50 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 2016 to 1576
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_CreateShadowMesh(lod:0): created hires shadow (368 verts 1716 edges)
_ReduceShadowMesh: reduced vertex count from 368 to 353 (coincident)
_ReduceShadowMesh: reduced edge count from 132 to 88
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 156 to 100
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 348 to 234
_ReduceShadowMesh: reduced edge count from 180 to 104
_CreateShadowMesh(lod:0): created hires shadow (289 verts 994 edges)
rep_weap_dc17antia has 736 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 132 to 88
_ReduceShadowMesh: reduced edge count from 60 to 50
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 156 to 100
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 156 to 70
_ReduceShadowMesh: reduced edge count from 348 to 234
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 180 to 104
_CreateShadowMesh(lod:0): created hires shadow (263 verts 930 edges)
rep_weap_dc17blast has 702 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 132 to 92
_ReduceShadowMesh: reduced edge count from 144 to 104
_ReduceShadowMesh: reduced edge count from 108 to 44
_ReduceShadowMesh: reduced edge count from 144 to 106
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 156 to 100
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 132 to 104
_ReduceShadowMesh: reduced edge count from 132 to 110
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 36 to 24
_Redu_ReduceShadowMesh: reduced edge count from 108 to 66
_ReduceShadowMesh: reduced edge count from 108 to 70
_ReduceShadowMesh: reduced edge count from 108 to 70
_ReduceShadowMesh: reduced edge count from 108 to 66
_ReduceShadowMesh: reduced edge count from 108 to 58
_ReduceShadowMesh: reduced edge count from 108 to 66
_ReduceShadowMesh: reduced edge count from 306 to 160
_ReduceShadowMesh: reduced edge count from 276 to 198
_ReduceShadowMesh: reduced edge count from 72 to 46
_ReduceShadowMesh: reduced edge count from 468 to 228
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 138 to 86
_ReduceShadowMesh: reduced edge count from 120 to 66
_ReduceShadowMesh: reduced edge count from 120 to 66
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 30
_ReduceShadowMesh: reduced edge count from 48 to 30
_ReduceShadowMesh: reduced edge count from 48 to 30
_R_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 180 to 140
_ReduceShadowMesh: reduced edge count from 168 to 104
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 78 to 72
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 84 to 48
_CreateShadowMesh(lod:0): created hires shadow (135 verts 488 edges)
rep_weap_inf_fusioncutter has 323 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 378 to 256
_CreateShadowMesh(lod:0): created hires shadow (65 verts 256 edges)
rep_weap_inf_landmine has 113 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 42 to 32
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 432 to 216
_ReduceShadowMesh: reduced edge count from 42 to 32
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 44
_ReduceShadowMesh: reduced edge count from 600 to 308
_ReduceShadowMesh: reduced edge count from 120 to 90
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 48 to 30
_CreateShadowMesh(lod:0): created hires shadow (262 verts 916 edges)
rep_weap_inf_launcher has 543 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
_CreateShadowMesh(lod:0): created hires shadow (18 verts 60 edges)
rep_weap_inf_lightsabre has 50 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 720 to 464
_ReduceShadowMesh: reduced edge count from 72 to 60
_CreateShadowMesh(lod:0): created hires shadow (136 verts 524 edges)
rep_weap_inf_thermaldetonator has 343 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 242 to 238
_ReduceShadowMesh: reduced edge count from 1578 to 1562
SplitSkinnedSegments: Split segment with 18 bones (max 15) into 10, 9 (1 overlap)
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 876 to 870
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)