ggctuk wrote:Number of textures shouldn't be a problem. Resolution of textures may be (I think ZE can only handle 1024x1024) but mesh density can also affect whether you can load a mesh or not: if you have an incredible detailed mesh, you need to break it up within the .msh in order to get it to load.
I've researched that you can use different combinations.
For exsample you can use many resolution combinations if you follow one simple rule.
The rule is very obvious. (2^x) 10000000 -> 11000000 -> .... -> 11111111 ... and etc.
(2,4,8,) - 16,32,64,128,256,512,1024 -> Exsamples: (512x512) equal or not equal (512x1024),(256x1024) etc...
What do you mean with break it up within the msh?
Could you explain it a little bit more?
EDIT
ggctuk wrote:Number of textures shouldn't be a problem. Resolution of textures may be (I think ZE can only handle 1024x1024) but mesh density can also affect whether you can load a mesh or not: if you have an incredible detailed mesh, you need to break it up within the .msh in order to get it to load.
Okay, I've broken the model up, but it didn't help too.
Today I've tried to edit the imp_cap_stardestroyer2.
That's a simple model with low triangles and should work after another export.
I mean, this model is from the game itself. How could it not work?
I just wanted to put the hangar from side to the bottom of the Star Destroyer itself, but take a look for yourself and explain, what I could do wrong.
However, yes, I've tried it with a root.
Freeze all transforms, extract Polygons delete, freeze UV but nothing seems to fix the problem at all.
Maybe I'm a big fool in using the Ex/importer? I'm running out of ideas to deal with this problem.