Quote: --- Original message by: Spartan314
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So my best guess with regards to OP'S tools debug output would be: So many errors existing within the bsp that good'ol
loo
t 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