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A question about CC and huge models

j9907
Registered User
Quote
2018-01-24 01:29:46

I was looking to port Left 4 Dead 1's .BSP maps over to CC for fun, but I noticed when I converted the BSP to OBJ with a utility called Crafty, the file size was over 100 MB just for one level alone. Blender says it's a bit over 1 million vertices or some crazy number...

What I'm asking is: What things could I do to knock down the detail without royally messing up the whole model and it's UV's? The "Decimate" function completely messes it up.


niko
Moderator
Quote
2018-01-24 17:05:40

Hm, that's huge! It could be that your exported level just has all the geometry instances (in Quake/Doom those where called brushes) in there copied as plain geometry, causing a lot of data. Maybe if you somehow could export it without those, this could help.


j9907
Registered User
Quote
2018-01-25 00:19:23

Just about all of the file size comes from the level elements (boxes, chairs, etc..) since the moment I selected the level's main part and inverted my selection and deleted the elements, the whole model shrunk to a very reasonable size. I'm thinking about decimating all of the ones which don't suffer appearance-wise, and obviously remove any doubles from the model to reduce the size even further. I'll keep you posted.

Here's a picture.


🔎︎



The biggest issue is the CCB is 201 MB (and the EXE is a shocking 461 MB!) and it's just the level terrain and a FPS camera, along with a few lights. I think the TGA textures are what is blowing the size up so high since those alone are 437 MB... There are 699 of them. This was just an experiment anyways. The OBJ was knocked down to 36 MB btw: I decimated all of the OBJECTS (not the level terrain itself) until it got that small, and I obviously removed any and all doubles.


Zoo
Guest
Quote
2018-01-25 17:06:00

Hey bro, buy "UltimateUnwrap3D" ... Best conversion software that there is but it is quite pricey...Thing is, once you get to know how it works you will never look back!!


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