Edit mode >> Mesh >> Cleanup >> Delete Loose
(if some parts are not correctly made, this might delete them, so it might be a good idea to see what changes with that command, undo, and check visually and fix things manually)
Also, there is a limit to the number of vertices and triangles in a mesh group (65k I think), and there might also be a limit to the number of mesh groups in a mesh file, so a look in the documentation is not a bad idea.
BTW: you should merge groups with the same animation/texture/material (at least where it makes sense) to gain a bit of performance (again, check the mesh size limits in the documentation).
Are there any animations? I wonder in the convert to mesh something went wrong. I uses Anim8or so I won't be a big help
Can you post the blender file.
Did you do the cleanup on all groups?I tried to clean up the loose parts as you said but no luck.. also i made sure the it does not come above 65K, ive had a problem with the enterprise i released that the mesh would not show up and that was that problem which is now not the case because all the meshes show up in orbiter itself but just Kraken like
Did you do the cleanup on all groups?
To confirm (and I probably should have written this initially....) you had all of the vertices/faces in the group selected (press key 'a') when running the command?
Let me look at the mesh above...
Yeah, it doesn't delete anything so it should all be in order.
You can narrow down which group is causing the issue with the FLAG 3 flag in the mesh file, which will hide the group during rendering:
...
LABEL abc
TEXTURE 1
MATERIAL 1
FLAG 3
GEOM 123 456
...
The FLAG entry in a mesh file (for Orbiter not blender) allows control over the rendering of mesh groups. This is explained in the 3Dmodel.pdf file.Aah never noticed this before, so mesh group 3 could be the issue of the kraken state?
The FLAG entry in a mesh file (for Orbiter not blender) allows control over the rendering of mesh groups. This is explained in the 3Dmodel.pdf file.
By adding "FLAG 3" to a mesh group (like my example above), you tell Orbiter not to render that group and its shadow. This way you can hide each group at a time, and figure out which one is causing the problem. It will not tell you what is wrong, but it will tell you where to look.
And if you run in D3D9you can use the debugger to see which mesh group. Can you post the mesh?
YesToo many edges? You mean vertices or triangles, right?
Anyway, I'm glad you fixed it!