
OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Sep 3, 2008 06:19 PM
Msg. 1 of 7
Argg guys little error with my base thing. I wanted to get it through tool to see eventual errors... I t finds 320 degenerated triangles(LOL) and then stops there:
09.02.08 23:51:52 tool pc 01.00.00.0609 ---------------------------------------------- 09.02.08 23:51:52 reference function: _write_to_error_file 09.02.08 23:51:52 reference address: 42ca20 09.02.08 23:51:52 Couldn't read map file './toolbeta.map' 09.02.08 23:52:27 EAX: 0xFFFFFFFE 09.02.08 23:52:27 EBX: 0x00284401 09.02.08 23:52:27 ECX: 0x0012F5E8 09.02.08 23:52:27 EDX: 0x000002CC 09.02.08 23:52:27 EDI: 0x0012F5E8 09.02.08 23:52:27 ESI: 0x00000000 09.02.08 23:52:27 EBP: 0x0012F4C0 09.02.08 23:52:27 ESP: 0x0012F4B0 09.02.08 23:52:27 EIP: 0x76FE0F34, C3 8D A4 24 ????? 09.02.08 23:52:27 EXCEPTION halt in \halopc\haloce\source\memory\array.c,#130: index>=0 && indexcount
I never encountered that error before... Help?
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Sep 3, 2008 07:36 PM
Msg. 2 of 7
It's my first build of my BSP(But I put it through Collision Geometry instead of structure) could it be the cause?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 3, 2008 07:48 PM
Msg. 3 of 7
Quite possibly. Try run the structure command and see what happens, but i think it will be the same because its really the same process. Ill be on xfire soon enough, maybe i can help.
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Sep 3, 2008 08:04 PM
Msg. 4 of 7
same process? how bout someone who knows what theyre talking about replies to this...
collision geometry is for non level tags only. structure both renders the level so it can be seen in game once lightmaps is applied and adds coliision, AND most importantly compiles it into a bsp tag so it can be used to make a level, not a weapon or vehicle... Edited by AHS_SONIC on Sep 3, 2008 at 08:07 PM Edited by AHS_SONIC on Sep 3, 2008 at 08:07 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 3, 2008 08:18 PM
Msg. 5 of 7
well i lol'd. what i meant by "same process" was the structure command basically does the same as the collision command but for bsp's (+ it does the linking of names in materials to shaders and such) but anyway what i meant was that if you have degenerate triangles in the map then the correct structure command will fail also.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Sep 3, 2008 09:22 PM
Msg. 6 of 7
Quote: --- Original message by: Maniac1000 well i lol'd. what i meant by "same process" was the structure command basically does the same as the collision command but for bsp's (+ it does the linking of names in materials to shaders and such) but anyway what i meant was that if you have degenerate triangles in the map then the correct structure command will fail also. Exactly. What I wanted was to see how errored the model is therefore I don't need Portal errors it would bring me if I used Structure... Oh well looks like it works. Great, 200 open edges that don't really exist >_> Edited by OpsY on Sep 3, 2008 at 09:32 PM
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Sep 4, 2008 02:25 AM
Msg. 7 of 7
Quote: --- Original message by: Maniac1000 well i lol'd. what i meant by "same process" was the structure command basically does the same as the collision command but for bsp's (+ it does the linking of names in materials to shaders and such) but anyway what i meant was that if you have degenerate triangles in the map then the correct structure command will fail also. not a bad idea actually. if you do structure then you can get a wrl file and import into max, and it will show u where the errors are. Edited by AHS_SONIC on Sep 4, 2008 at 02:26 AM
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