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Ase model problem when compiling


sevristh

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I have a model i want to use in one of my levels and for some reason q3map2 crashes each time i try to bsp>meta.

 

it goes as far as

 

"writing L:/Jedi_Academy/GameData/base/maps/landingbarge_cut.prt

--- FloodAreas ---

1 areas

--- AddTriangleModels ---"

 

then q3map2 crashes and windows wants to submit an error report, the report doesnt reall give me any clue as to whats is causing this crash.

 

The model is quite large its L=2752 W=1296 H=1568 and it only has 2545 polys it is a landing barge for walkers and is fully textured and detailed ready to add to a level but for some reason it causes q3map2 to crash.

 

I built an A5 juggernaught which demensionally is not as big but has more tha 4 times the polys and 10 texture maps it compiles fine.

 

I split the model up and it still caused the crash but interestingly the section with the most polys compiles fine, but as soon as i add the rest of the model and try to compile it gives me the same error.

 

http://www.sevristh.co.uk/pics/landing_barge_8_web.jpg

 

that is a render of it in max ignore the walkers as they are not in the model i am trying to compile, but you can see it is quite a big model and i thought .ase models could be very big for example "terrain".

 

Q3map2 compiles other levels fine so its not to blame for this, i even made a large cube in max about the same size as the bounding box for the barge exported as .ase and loaded into gtk and it also caused q3map2 to crash it only had 6 polys!!, is it neccessary to subdivide the surfaces of any model?

 

I thought it might be an issue of triangles being too large so i sliced up the surfaces which vastly increased the polycount but i still get the same crash at the same point

"writing L:/Jedi_Academy/GameData/base/maps/landingbarge_cut.prt

--- FloodAreas ---

1 areas

--- AddTriangleModels ---"

 

Every time.

 

I even tried to load the model as a "misc_model_static" the level compiled but when i tried to test it i got an error" model has more than 1000 verts on a surface" this is a new one for me as far as i can see NO surface has that many vertices on the model.

 

Does anyone have any idea as how i can fix this?

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  • 4 weeks later...

I'm new to mapping but have been reading the manuals... could it be an issue with the model sitting within two different portal areas?

 

Also, try scaling it down so the maximum dimension is 1024 (just a hunch)-- is there a maximum model size (dimensionally) in Radiant?

 

I even tried to load the model as a "misc_model_static" the level compiled but when i tried to test it i got an error" model has more than 1000 verts on a surface" this is a new one for me as far as i can see NO surface has that many vertices on the model.

 

Could it be something in your shader(s) that is triangulating and parsing up the model that's creating all these verts?

 

Have you posted this issue on Map-Craft or Levelmakers?

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