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QUESTION The differences between Blender and ksEditor's verts count?

theEmirez

New Member
Hello everyone. I'm new here.

Currently trying to make my track mod following luchian's basic track guide (pretty rough at first to try but so far so good). I tried making a simple layout of it and it works like a charm! So after that I went back opening my Blender and improve the track by making more essential visuals. And then, more than anything what becomes the toughest problem to solve in my case is the verts counts.

I'll give an example. I just made a long wall barrier with a total verts around 200k. I knew it's too big for ksEditor vert limit which is around 65k-ish, so I split the mesh into several parts and now each split has 40k verts. So after that I export the .fbx and then... ksEditor said that each of my splits have verts around 100k-ish!
What happened?

What should I pay attention to, then? I also do researches a bit and according to one source (()) https://www.racedepartment.com/threads/kseditor-counting-more-vertices-than-there-are-in-blender.226963/ <<< says that this difference of verts count happened because there's a sharp edges in my mesh, but is that really it? Does that mean I just need to apply smooth shade to my mesh or should I do anything else? Any clues and helps will be appreciated so much

PS: Also if I do need to split more of my meshes into more smaller parts I would like to know the best approach to do it from Blender since apparently I can't find any vanilla features that help me automate-separating parts or so
 

AccAkut

Active Member
o, then? I also do researches a bit and according to one source (()) https://www.racedepartment.com/threads/kseditor-counting-more-vertices-than-there-are-in-blender.226963/ <<< says that this difference of verts count happened because there's a sharp edges in my mesh, but is that really it? Does that mean I just need to apply smooth shade to my mesh or should I do anything else? Any clues and helps will be appreciated so much

PS: Also if I do need to split more of my meshes into more smaller parts I would like to know the best approach to do it from Blender since apparently I can't find any vanilla features that help me automate-separating parts or so
yes, any time you have a sharp edge those two vertices will be doubled on export to fbx. You can see this best by making some sort of object like a low res sphere, shading it smooth initially, then using the "Edge Split" modifier with a really low angle setting, so the sphere is again sharp edged, then apply the modifier. The resulting mesh when viewed in Edit mode will be split in the same way the fbx exporter would split it.

Meshes are also split and vertices doubled if you use multiple materials on a single object. Tho I can't really think of any use case where this could cause significant increase.

Don't think there's any automation method around. Race Track Builder does it on its own but ofc has numerous other issues. Best use the needed splitting to also sort your track objects for Level of Detail (LOD).
 
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