I've never had this problem before, but when trying to use my new hilt model in game, JK2 woun't load it saying it has over 1000 verts on a surface. Anyone know how I can lower this amount without tearing the entire model apart?
If you use Lithunwrap to make the texture, it has an option to optimize the model and get rid of unused verts. it's helped shave them off of alot of my models.
Heres a link to it Lithunwrap
That's cool, too bad I didn't check here sooner - I did it the old fashioned way. 1000 excess verts. It works now though so I can't complain. Ignore the grid line in the screenshot. Now if anyone knows the tag used for the doublesaber.........
lol, that'd be pretty cool to use. Wonder if there would be any way to make it use two different colored sabers? :naughty: One red and one blue, for the indecisive jedi. :D
You can get 2 dif colors using tck_saber mod included with ForceMod (which is what I use) JediMod/Omnimod etc. Problem is the doublesaber always comes out the back. I don't know if it just mirrors the flashtag or uses a seperate one. In any case this is replica of Boc Purple's hilt. One of Jeric's cronies, an annoying Twelik but a Dark Force user nonetheless. He combats using twin lightsabers either fastened together, parallel in the same direction or separately making him very dangerous. However, he was struck down by the newly realized Jedi, Kyle Kataran in combat. His lightsabers presumed destroyed.
Ok, so I used the LithUnwrap tool Mandalore provided to get better detail on the skin and it does look alot better than before in the window. Problem is somehow it added more verts, even after optimizing and if I take even one more out from what I can tell it'll botch the whole model. I now have 300 verts to get rid of. Whats up with that?
Forgot to post a screen of the new skin. So here you go. :p