Thread: Loading models with higher polygons (fix)

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  1. #1 Loading models with higher polygons (fix) 
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    AKA Fixing Invisible K'ril Tsutsaroth on 667 NPCs!

    I was sick and tired of servers loading newer NPCs (667+) having an invisible K'ril Tsutsaroth because of his polygon count being too high, so I managed to fix that shit.

    Replace these values in Model.java:

    Code:
         public static int anIntArrayArray1674[][] = new int[12][65535];//maxPolygons1
         public static int anIntArray1675[] = new int[65535];//maxPolygons2
         public static int anIntArray1676[] = new int[65535];//maxPolygons3
    What you get is this:



    Had it not been for Owner Blade, I wouldn't have been able to post this thread.
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  3. #2  
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    Goodjob, if u want full support u also need to increase the camera and projection vertex position arrays (otherwise some camera angles will still make the client throw exceptions and make ur model flash).
    Though that might only be neccary for really big models
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    Vanishing Into Smok3

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    Nicely done lad
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    Registered Member Devo's Avatar
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    Already had this fixed. Good job, though. Should help a lot of people.

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    wouldnt a zbuffer fix this or

    but thanks anyways chief
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    Chemist

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    Quote Originally Posted by Zion View Post
    wouldnt a zbuffer fix this or

    but thanks anyways chief
    Nope... Using a Z buffer wouldnt fix this...
    Quote Originally Posted by blakeman8192 View Post
    Quitting is the only true failure.
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  9. #7  
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    Quote Originally Posted by Advocatus View Post
    Nope... Using a Z buffer wouldnt fix this...
    If you fully use it, it would. The arrays he is enlarging hold data about priorities and depth. If you fully implement z-buffered rendering you could remove those arrays completely
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  11. #8  
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    gr8 cause extending arrays is always the best option :-) how about u take a look at ur mem usage
    Attached image
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