Why proxy flashing in red

#1
Hello everyone,
I created a complex building with 4 floors, around 80 windows, 50 doors, outside and inside walls.
1 step: the proxy was the exact copy of building
2 step: the proxy is split for the different floor and each of them are imported separately as a single object

But every time the building is imported in cry engine, the proxy is flashing red.
Is someone has already face to that and what will be the best way to create that kind of building in Max?
Thanks a lot

Re: Why proxy flashing in red

#2
Hello everyone,
I created a complex building with 4 floors, around 80 windows, 50 doors, outside and inside walls.
1 step: the proxy was the exact copy of building
2 step: the proxy is split for the different floor and each of them are imported separately as a single object

But every time the building is imported in cry engine, the proxy is flashing red.
Is someone has already face to that and what will be the best way to create that kind of building in Max?
Thanks a lot
Thats quite weird never see objects flashing in red, are you sure the polycount of your mesh do not exceed 10000 in quads/tris? Also how did u setuo your proxy in max? Did u have a correct id for proxy? And applied a physicalize no draw to it? And also did your proxy is attached correcrly as submesh of your main buildings and you named it $proxy_(yourbuildingname)?
Image

STEAM: https://store.steampowered.com/app/673240/Room_54/

FB: https://www.facebook.com/Room54/

Twitter: https://twitter.com/Room54Thegame

Re: Why proxy flashing in red

#3
Hi pegase31,
would it be possible if you could provide a bit more information ?
Namely, it would be great to know what is the polycount of your proxy mesh since red flashing could indicate that the polycount is too high.
This can be checked more precisely by using the p_draw_helpers 1 cvar.
Another option would be the usage of the wrong material - the one used for proxy mesh should be using a material with a Nodraw shader.

Re: Why proxy flashing in red

#5
Thanks a lot for your comment, I can just tell you that my building has 11000 poly in max and no way to know the poly in Cry.
I will try to split the building in separate objects and for each create a proxy.
yes, take count that every single boject you import need to be under 10k polygons in your 3ds max view, this way you know if the model wil work correctly or not, otherwise if exceed you will notice a "proxy too big" red/yellow texture on your model, that mean that you have exceeded the limits
Image

STEAM: https://store.steampowered.com/app/673240/Room_54/

FB: https://www.facebook.com/Room54/

Twitter: https://twitter.com/Room54Thegame

Re: Why proxy flashing in red

#8
Then you'd better delete the proxy object and physicalize the submaterials used for the building (only the ones which you need to interact with - walls, floors,...). Keep in mind you cannot have a proxy and physicalized geometry on the same object. Also, you'll still need to split a large mesh if the poly count is too high - as mentioned above.

physicalize-1.jpg
physicalize-1.jpg (28.61 KiB) Viewed 4746 times
Adrian Nen
visual artist
https://www.artstation.com/adriannen

Re: Why proxy flashing in red

#10
Thanks a lot guys, but none of the above ideas work, I created a brand new object with only 1500 polys, and made a copy of it for the proxy --> red.
I can't use the idea of submaterial to select a texture with physicalize option due to the fact that I have more than 1 texture for the entire building ( different texture for walls and floors).
Just to let you know that the boat in the Forest level has the same problem.

Who is online

Users browsing this forum: No registered users and 3 guests