Quillraven - Yes, your mesh exceeds the 64k index limit. The exception is caused by a bug in irrb.
The reason afecelis doesn't see the error is because his scene is composed of multiple meshes verses a single, big mesh.
To fix the exception in 0.2, change line 237 of iMesh.py:
- Code: Select all
From:
(buf.bMesh.name,len(buf.faces)))
To:
(meshBuffer.bMesh.name,len(meshBuffer.faces)))
Although that fixes the exception, the exporter will then abort with the message "Mesh exceeds buffer index limit". Until the .irrmesh loader is updated to use 32 bit indices, you can either reduce the number of faces in the mesh, or separate your mesh into individual meshes that stay under the 64k restriction.
If you choose to reduce faces, keep in mind that irrb automatically converts Blender quads into triangles. So 1 quad face in Blender equals 2 triangle faces written to the mesh buffer.
Here's an iwalktest screen shot of your terrain separated into thirds:
To separate in Blender - select the vertices that you want to separate and press the PKEY. Note that Blender retains the original UV texture and coordinates after the separation.
And finally - it took iwalktest about 3 minutes on my machine (AMD 64 4000+, 2.54GHz) to load the .irrmesh files for your scene. So, it's not locked up - just taking a long time to load all the vertex and face info via the xml reader.

