#Sven Co-op Studiomdl issues

1 messages · Page 1 of 1 (latest)

snow pumice
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So, Sven Co-op Studiomdl still has some limitations, which are not related to the game engine capabilities. And it would be nice to get them fixed for the sake of better modding 😄 Like the following issues:

  1. The model size is limited to 16 Mb. After that compilation just gets abrupted on loading another texture and creates a null-size .mdl file.
  2. I'm not sure what quantity of skins it currently capable to process, but I tried to compile a model with many skins, and the compiler just gets stuck with no corresponding error messages on that qc. Paranoia 2 compiler has no problems with this, for example.
  3. Compiler (and modelviewer too) has limitation on up to 32 submodels per model. Exceeding this limit leads to texture corruption in the resulting model, though the compilation process ends with no errors. But the engine actually can handle more submodels in model. Modelviewer requires to be fixed though, to show such models correctly.
drowsy moss
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There is already a texture compression feature in the works which would solve most of the filesize issues.

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there is workarounds to some current issues; like clever use of UVs and other tricks. Not everything is a case of just increase the limits. Good example is some old gmod stuff people were complaining about limits, then i looked at their UVs and they were wasting 90% of their textel density with a crap unwrap and using absurdly large textures to compensate and couldnt figure it out

snow pumice
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Texture compression is interesting, but probably will require Sven Co-op only? While good compiler can be used for different projects, and compatibility with unmodded GoldSrc is a good priority, I think. And I'm sure that things I'm talking about is just a matter of changing outdated limits, not a something that has to take a lot of time to code.

drowsy moss
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one of the programmers will have to get back to you on that but some things can't easily be changed, for example the sequence "reload_empty" is greater than 64K animation issue that happens with sequences around the 200~300 range with 100ish bones was found to not be fixable just by upping limits. It was found that something to do with a math short or something that would break the entire MDL loader of the engine

snow pumice
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Yes, some limitations are engine hard-coded, I know about that and do not count that they're going to be solved...

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Like probably engine can't handle moving animations longer than 256 frames, I suppose. While idling animations can exceed that limit.

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It's also related to some old videocards' capabilities, AFAIK.