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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Exception Halt when compiling a BSP

Author Topic: Exception Halt when compiling a BSP (8 messages, Page 1 of 1)
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Stainless
Joined: Sep 21, 2014

Make the cop chase you. He will follow.


Posted: Sep 22, 2014 05:06 PM    Msg. 1 of 8       
Hi, I'm trying to compile a small, high poly BSP and I'm getting an unusual error:


Couldn't read map file './toolbeta.map'
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
EAX: 0x00000000
EBX: 0x00000301
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x0018EE28
ESI: 0x00000000
EBP: 0x0018ED00
ESP: 0x0018ECF0
EIP: 0x77A70C42, 83 C4 04 C2 ?????
EXCEPTION halt in .\import_collision_bsp\build_collision_bsp.c,#1433: dividing_edge->vertex_indicies[1]==NONE




https://dl.dropboxusercontent.com/u/43157158/error.JPG

Does anyone know the meaning of this? I couldn't find anyone else getting this error when I searched.
Edited by Stainless on Sep 22, 2014 at 05:16 PM


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Sep 22, 2014 05:44 PM    Msg. 2 of 8       
A common mistake is exporting as an editable poly. Always convert your models to editable mesh and weld all vertices within .01 or something small because when you convert back and forth editable poly will split vertices and can create unsealed bsps.

EDIT: If that is not the solution, you can always import the debug.wrl or I forget the exact file type, but importing that can pinpoint you to a specific spot in your bsp if it does have to do with your model.
Edited by il Duce Primo on Sep 22, 2014 at 05:46 PM


Stainless
Joined: Sep 21, 2014

Make the cop chase you. He will follow.


Posted: Sep 22, 2014 05:50 PM    Msg. 3 of 8       
Quote: --- Original message by: il Duce Primo

A common mistake is exporting as an editable poly. Always convert your models to editable mesh and weld all vertices within .01 or something small because when you convert back and forth editable poly will split vertices and can create unsealed bsps.

EDIT: If that is not the solution, you can always import the debug.wrl or I forget the exact file type, but importing that can pinpoint you to a specific spot in your bsp if it does have to do with your model.
Edited by il Duce Primo on Sep 22, 2014 at 05:46 PM


It was already Editable Mesh when I exported and there were no verticies within the 0.01 threshold, but I went ahead and converted it to Editable Mesh and re exported it, and got the same error.

The .wrl file will show me what part of my bsp is making tool crash?
Edited by Stainless on Sep 22, 2014 at 05:51 PM

I've tried 2 other JMS exporters, and they both give me the same error.
Edited by Stainless on Sep 22, 2014 at 05:57 PM


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Sep 22, 2014 05:57 PM    Msg. 4 of 8       
Yes, importing the debug file will show you errors in your model you never knew were there. It is a great way to understand minor errors and warnings tool spits out. O, and it will show you the big mistakes you want to face palm over.

EDIT: If you have xfire, I may be able to help you identify the problem more specifically.

Xfire: ilduceprimo
Edited by il Duce Primo on Sep 22, 2014 at 05:59 PM

EDIT: 2
Quote: --- Original message by: altis94
mapname.wrl is generated when compiling bsp, debug.wrl is generated when compiling model, collision or in Sapien.

Edited by il Duce Primo on Sep 22, 2014 at 06:18 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 24, 2014 07:15 AM    Msg. 5 of 8       
Quote: --- Original message by: Stainless

Quote: --- Original message by: il Duce Primo

A common mistake is exporting as an editable poly. Always convert your models to editable mesh and weld all vertices within .01 or something small because when you convert back and forth editable poly will split vertices and can create unsealed bsps.

EDIT: If that is not the solution, you can always import the debug.wrl or I forget the exact file type, but importing that can pinpoint you to a specific spot in your bsp if it does have to do with your model.
Edited by il Duce Primo on Sep 22, 2014 at 05:46 PM


It was already Editable Mesh when I exported and there were no verticies within the 0.01 threshold, but I went ahead and converted it to Editable Mesh and re exported it, and got the same error.

The .wrl file will show me what part of my bsp is making tool crash?
Edited by Stainless on Sep 22, 2014 at 05:51 PM

I've tried 2 other JMS exporters, and they both give me the same error.
Edited by Stainless on Sep 22, 2014 at 05:57 PM


It would be of greater help if we could see what the problem would be if we had a picture.

Is a wireframe shot possible at all>?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 24, 2014 08:45 AM    Msg. 6 of 8       
Heres some possible steps to take:

Does the map have portals? Have you tried compiling without them? When in doubt, export as little as you possibly need to get the base mesh ingame and debug from there.

How high poly are we talking about? And what size is the level (in comparison to say, Blood Gulch)? Mesh Density?

Delete all isolated vertices?

The WRL file might be able to help you but often times if its an error in the mesh it will *generally* say so and tell you to go fix it. Chances are that its something more then just the mesh overlapping or some degenerate/open triangles. Your best bet to get help is not be secretive about what your working on and just post a screenshot of the model. You can also add me on xfire if you don't want to but I'll want to look at the map itself. (higuy5)
Edited by Higuy on Sep 24, 2014 at 08:46 AM


Stainless
Joined: Sep 21, 2014

Make the cop chase you. He will follow.


Posted: Sep 24, 2014 08:53 AM    Msg. 7 of 8       
Quote: --- Original message by: SS Flanker
It would be of greater help if we could see what the problem would be if we had a picture.

Is a wireframe shot possible at all>?


Sorry I can't embed images yet, I'm a new user.

https://dl.dropboxusercontent.com/u/43157158/wbtsyiwbtl.JPG

Quote: --- Original message by: Higuy

Heres some possible steps to take:

Does the map have portals? Have you tried compiling without them? When in doubt, export as little as you possibly need to get the base mesh ingame and debug from there.

How high poly are we talking about? And what size is the level (in comparison to say, Blood Gulch)? Mesh Density?

Delete all isolated vertices?

The WRL file might be able to help you but often times if its an error in the mesh it will *generally* say so and tell you to go fix it. Chances are that its something more then just the mesh overlapping or some degenerate/open triangles. Your best bet to get help is not be secretive about what your working on and just post a screenshot of the model. You can also add me on xfire if you don't want to but I'll want to look at the map itself. (higuy5)
Edited by Higuy on Sep 24, 2014 at 08:46 AM


The map has no portals defined yet

Here's the level's info:
https://dl.dropboxusercontent.com/u/43157158/objinf.JPG

I guess the level is about the cubic size of bloodgulch, I should also mention it uses seamsealers in certain areas.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Sep 24, 2014 09:04 AM    Msg. 8 of 8       
Quote: --- Original message by: Stainless
Quote: --- Original message by: SS Flanker
It would be of greater help if we could see what the problem would be if we had a picture.

Is a wireframe shot possible at all>?


Sorry I can't embed images yet, I'm a new user.

https://dl.dropboxusercontent.com/u/43157158/wbtsyiwbtl.JPG

Quote: --- Original message by: Higuy

Heres some possible steps to take:

Does the map have portals? Have you tried compiling without them? When in doubt, export as little as you possibly need to get the base mesh ingame and debug from there.

How high poly are we talking about? And what size is the level (in comparison to say, Blood Gulch)? Mesh Density?

Delete all isolated vertices?

The WRL file might be able to help you but often times if its an error in the mesh it will *generally* say so and tell you to go fix it. Chances are that its something more then just the mesh overlapping or some degenerate/open triangles. Your best bet to get help is not be secretive about what your working on and just post a screenshot of the model. You can also add me on xfire if you don't want to but I'll want to look at the map itself. (higuy5)
Edited by Higuy on Sep 24, 2014 at 08:46 AM


The map has no portals defined yet

Here's the level's info:
https://dl.dropboxusercontent.com/u/43157158/objinf.JPG

I guess the level is about the cubic size of bloodgulch, I should also mention it uses seamsealers in certain areas.


A! Seam sealers should be avoided at all costs, they are incredibly buggy and almost never work.

If you really need help, upload your max file, and pm me it, I will apply any necessary
fixes.

 

 
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