OldTimeRadio wrote...
An editable mesh from a 5² plane with a Walkmesh modifier eats up about 7 megs. 10², about 50 megs. 15², about 500 megs and a 20² about 1.5GB. These were all 1000cm² in size. The extra memory appears to be drawn from outside the heap, even when it's set up to something like your suggestion of 500 megs. Maybe it's related to undo being on or something similar. I snipped Tile Slicer out of the latest version of NWMax to use with the BioWare scripts and turning off undo in those scripts helped a lot. I'll have to give that a try.
Okay, maybe I'm reading this wrong. Are your sizes above a 5x5 tile-sized plane (25 tiles) with a single walkmesh modifier? I've had complete BioWare tilesets loaded into Max, prior to any changes I made to NWMax and had seen no memory leaks like that. A couple other things to try.
Do a manual garbage collection. Open the Max Listener window, in the upper portion type
gc() and then press enter. Do this both before and after applying your walkmesh modifier.
Another thing, before applying your walkmesh modifier, split your plane into tile sized chunks (1000cm2) then apply the modifier to each one individually. Yes, more time consuming, more tedious, but that's the trade-off.
Of course none of the above matters if I am not reading your sizes properly
OldTimeRadio wrote...
BTW, the Witcher export scripts are based on the BioWare export scripts. I don't have Max 8 or whatever is required to use the plugins but the scripts are partly the same MaxScript which were released to the community in 2002- plus a whole lot of extra things added.
The models themselves (NWN and The Witcher) are practically the same. Minor differences in the beginning and all the extras that CDP added including composite animations. But yes, the export scripts that CDP provided The Witcher community with their in-house exporter plugin were basically BioWare scripts. The Witcher is run on the Aurora engine on steroids.
MDA
Modifié par Michael DarkAngel, 04 janvier 2011 - 03:44 .