STEAM GROUP
Garry's Mod Development Hub GmodModDH
STEAM GROUP
Garry's Mod Development Hub GmodModDH
36
IN-GAME
277
ONLINE
Founded
7 March, 2017
Language
English
Showing 1-2 of 2 entries
4
Compile Problem HELP PLEAS
Originally posted by Neiremberg:
when I compile a model this message appears in CrowBar : ERROR: too many indices in source

does that mean it's too heavy?
the model is 25 mb
What game did you use for the model compiler? If you used Gmod then you need to reduce the verts of the model because Gmod has a limit, bypassing the limit will result in engine failure since the decals that appear on the model (flesh wounds) will cause the game to crash and receive an engine failure. Also keep in mind that Gmod has a limit of verts up to 28-30k, going over the amount can cause the model to flicker in-game, model's deformed verts, crash the game or just fully crash the engine itself.

If you're trying to compile a model with a high amount of verts, I suggest using SFM as the model compiler since SFM has a high limit and can contain a model with over 100k verts with great expecting results, SFM does this by separating some verts of the model (high verts. ex: 100k)into separate models and then making a separate .smd files that contain the verts that were separated from the original model. This technique reduces the number of verts from 1 high vert model and uses separate parts which are then used as $BodyGroup(s). You can use this technique in Gmod as well by making the high vert model and separating it into parts, separating the parts such as the legs and the arms into each separate model and then inserting the $BodyGroup command in the .qc to bring the separate model(s) into another model to fully resemble the main model that didn't have separate models.

This can become really confusing but you may get an idea. Here are some pictures to fully show how SFM compiles the models into separated components:

https://dl.dropboxusercontent.com/s/tk44b55hhc4xd5g/sfmt.jpg?dl=0
Image shows that SFM separates the verts in the original model and makes them into a separate model, it then matches the separated verts together to resemble the whole model which reduces the cost of verts in one single mesh.

Then simply insert $BodyGroup in the .qc to resemble the whole model:
https://dl.dropboxusercontent.com/s/zzz4572r01yay1m/Capture.JPG?dl=0
3
Make model into a Playermodel
Showing 1-2 of 2 entries