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Perfect before export, choppy - all over the place in game. Why? [PIC INCLUDED]

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kielly32
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Sat Sep 10, 2016 2:54 am

It looks picture perfect in zmodeler but in game it looks like this...
http://i.imgur.com/N36xHN2.png
MrPinkDrifter
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Sat Sep 10, 2016 10:30 am

too many polys.
belive its like 15-16k poly limit on main and childs.
Image
kielly32
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Sat Sep 10, 2016 7:00 pm

It says 15478 faces, isn't that the same? If not how can I reduce the amount of polys? Sorry, I'm completely new with all this haha. I should also possibly mention its a conversion from GTA SA and yes, I got the authors permission.
BeatboxingFTW
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Tue Sep 13, 2016 10:00 pm

Did you remove the car wireframe template thing and the textures before importing to the game? It happened to my first mod and i was under 16k poly and when i removed the template everything was fixed
kielly32
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Wed Sep 14, 2016 2:49 pm

Yeah. Everything haha.

BeatboxingFTW
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Wed Sep 14, 2016 5:56 pm

Then id just say lower it to like 14k poly or split it into different childs sorry i cant help u more than that, not very experienced
kielly32
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Wed Sep 14, 2016 6:42 pm

Is there a guide around that would show me how to do that? Obviously I'm not as experienced as you haha
BeatboxingFTW
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Wed Sep 14, 2016 11:07 pm

There isnt qny guide from what ive seen but i hope this helps. If you want to lower the poly count without making your model look like shit, the best thing to do is just separate the car itself and delete unnecessary object in the car , what i did in my case was to go to 3dsmax  and delete  things inside or outside and delete things that are not in your field of view(like the back seats etc) or you can take the car shell with the windows, hood, trunk, doors, like basically everything from the outside and label all of the parts to whatever name you want on 3dsmax (i used carshell1 and for another part carshell2 or 3 or 4 u get it) then import the model to zmodeler and adjust everything to your liking and when you are going to export the entire model, just highlight all the parts you named carshell and export that instead and then export the rest of the car without the carshell objects, then go to the lfs importer or whatever its name is and load the xrg file and on the main child go and import the carshell export you did since you want the outside to take damage, if you put it in another child it wont deform, then go to i'd say child#3 and if i remember correctly you just highlight whatever material there is inside of that child and import the other file you made that contains the interior, then i thing you have to build for release and save the xrg and boot it up i guess. By the way im doing this from the top of my head so what i might be wrong on something.
kielly32
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Sat Sep 17, 2016 5:41 pm

Thanks! Major help. I'm going to give it a shot sometime today.
Chase
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Tue Sep 20, 2016 6:52 pm

You should keep the polycount at around 15k.
Tho...before exporting an object from 3dsmax, make sure to convert it to editable patch. Just to see it's real polycount. Then undo it.

When converting to patch, every quad will get converted to triangles. Therefore you will get a real count on the polycount.

Goodluck!
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kielly32
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Tue Sep 20, 2016 11:19 pm

Thanks. Unfortunately the count is still under 15k and still not working. I think I might just ditch it and go find another model to convert and be lucky enough get credit off the author lol. 
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