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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »compiling error for bsp

Author Topic: compiling error for bsp (7 messages, Page 1 of 1)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Mar 6, 2013 10:09 AM    Msg. 1 of 7       
it been a while since i have posted here...

i started using cyborxmens jms exporter for blender and it exported fine and all, and i checked the bsp for errors fixed and fixed all the ones i found so it should be ready to go right? wrong. i have never seen this error in my life before, i was wondering if anyone knew what this dealt with and any way to fix it?

Error:

C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool structure kzcm\l
evels\boneyard boneyard
Couldn't read map file './toolbeta.map'
building intermediate geometry...
EAX: 0x00000000
EBX: 0x0018F501
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x0018F280
ESI: 0x00000000
EBP: 0x0018F158
ESP: 0x0018F148
EIP: 0x77E00C22, 83 C4 04 C2 ?????
EXCEPTION halt in \halopc\haloce\source\cseries\debug_memory.c,#214: size>=0 &&
size<MAXIMUM_POINTER_SIZE

umm ok i may have found the source of the issue, the exporter created a 5 GIGABYTE .jms file... i have no clue why but it did...
Edited by killzone64 on Mar 6, 2013 at 10:19 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 22, 2015 05:12 PM    Msg. 2 of 7       
Got the same error but when trying to compile lightmaps.
The JMS file is only 655 KBs too...
Did you ever find what was the problem was?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 23, 2015 04:37 AM    Msg. 3 of 7       
Quote: --- Original message by: Spartan314
Got the same error but when trying to compile lightmaps.
The JMS file is only 655 KBs too...
Did you ever find what was the problem was?


Try using max see if the problem persists.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 24, 2015 07:41 AM    Msg. 4 of 7       
Yep, 3dsmax 2010 here. Tried JMS exporter 1.01, 1.03, and 1.04e. All with the same result.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 24, 2015 08:06 AM    Msg. 5 of 7       
Quote: --- Original message by: Spartan314
Yep, 3dsmax 2010 here. Tried JMS exporter 1.01, 1.03, and 1.04e. All with the same result.


Send me the file.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 3, 2016 05:18 PM    Msg. 6 of 7       
Bump


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 9, 2016 07:51 AM    Msg. 7 of 7       
Quote: --- Original message by: Spartan314
Bump
Bump received:

So my best guess with regards to OP'S tools debug output would be: So many errors existing within the bsp that good'ol loot just couldn't hack the structure any more.

Interestingly S314, the structure compilation always failed whilst building portals even though there was no portal geometry to be found within the Max file you sent me. O.O

In any case I decided on whim to begin optimizing all of the errors out of the level mesh. (most of these consisted of NGONS, open edges, overlapping faces e.t.c)

Here is a look at the original bsp:





As you can probably make out the worst offender IMO would be the lack of edge/vertex termination, that is if you can ignore the unnecessary tris count.

My edits:




It was a pretty lax job on my part, a little more could be done to remove unnecessary geo but why should I do all the work? :D

Oh and I also added portals and exact portals (rush job):



So it really comes down to taking better care of your mesh, although I have to admit I am stumped as to why kill-zone is experiencing this rare and ignominious failure.

"EXCEPTION halt in \halopc\haloce\source\cseries\debug_memory.c,#214: size>=0 &&
size<MAXIMUM_POINTER_SIZE"

Ingame screenies BTW:





Sorry it took so long to report back but light-maps took a full day and a bit to render.

Oh and you may experience a clipping bug as you enter the secret underground tunnel bit ignore it, it is being mended as we speak. (as soon as lightmaps finish rendering....ffs)
Edited by Super Flanker on Jan 9, 2016 at 07:57 AM

 

 
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