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)))
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.