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Modify compile_gbxmodel to not ignore errors if gbxmodel breaks the structure #6

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MosesofEgypt opened this issue Nov 4, 2019 · 1 comment

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@MosesofEgypt
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Currently model.model_compilation.compile_gbxmodel will ignore ALL errors that would make a gbxmodel have too many of certain tag blocks to properly serialize. It needs to be modified to NOT ignore errors where the number of certain tag blocks is too high to specify those by index where they need to be.

This means absolutely no more than 128 regions, 128 permutations per region, 32768 shaders/geometries, and 64 gbxmodel nodes(43 for models).

@ShellyHerself
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ShellyHerself commented Nov 4, 2019

There should be a soft limit of 8 regions. Because only 8 region permutation indices and 8 region damage states can be stored in gamestate memory

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