
killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jan 4, 2013 10:25 AM
Msg. 1 of 4
so heres my issue that i get when compiling a gbx model
01.04.13 06:53:44 tool pc 01.00.00.0609 ---------------------------------------------- 01.04.13 06:53:44 reference function: _write_to_error_file 01.04.13 06:53:44 reference address: 42ca20 01.04.13 06:53:44 Couldn't read map file './toolbeta.map' 01.04.13 06:53:53 EAX: 0x00000000 01.04.13 06:53:53 EBX: 0x02F21801 01.04.13 06:53:53 ECX: 0x00000000 01.04.13 06:53:53 EDX: 0x00000000 01.04.13 06:53:53 EDI: 0x0018F570 01.04.13 06:53:53 ESI: 0x00000000 01.04.13 06:53:53 EBP: 0x0018F448 01.04.13 06:53:53 ESP: 0x0018F438 01.04.13 06:53:53 EIP: 0x77580C22, 83 C4 04 C2 ????? 01.04.13 06:53:53 EXCEPTION halt in \halopc\haloce\source\memory\array.c,#130: index>=0 && index<array->count
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jan 4, 2013 07:14 PM
Msg. 2 of 4
that cant be, the tags folder is only 307 mb, why is it giving that error, though it is saying:
###warning found #192 degenerate triangles
degenerate triangles have never given me any issues when compiling a model until now.
is something else going on?
ok maybe it has to do with the gbx model being 34,000 tris Edited by killzone64 on Jan 4, 2013 at 07:23 PM
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creator843
Joined: Jul 10, 2012
I LOVE HALO!
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Posted: Jan 4, 2013 07:17 PM
Msg. 3 of 4
Quote: that cant be, the tags folder is only 307 mb, why is it giving that error, though it is saying:
###warning found #192 degenerate triangles
degenerate triangles have never given me any issues when compiling a model until now.
is something else going on? maybe that you do have #192 degenerate triangles? Edited by creator843 on Jan 4, 2013 at 07:17 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Jan 4, 2013 07:36 PM
Msg. 4 of 4
i am thinking that that is my issue... well time to go on a triangle hunt.  ok so i fixed it. i was porting the crashed falcon from this: http://www.youtube.com/watch?v=b7HkDrI4Cn8 cutscene. originally after import the model stood at arounf 34,000 tris. i welded the model and exported it. thats when i got the errors, i went back and took a closer look at the model and the grenade launchers on the sides looked pretty effed up. after deleting them the tri cound tropped to 18,447 and i now only have 18 degenerate tris. the model now compiles perfectly XD Edited by killzone64 on Jan 4, 2013 at 10:10 PM
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