
rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jan 16, 2015 04:16 PM
Msg. 1 of 5
What I did: > Rigged my marines Reach with permutations and all. They are NOT optimized, because optimizers have the hateful habit of creating holes in the models. Whenever I will find an optimizer that DO NOT creates holes in my models, I will give it a try.
>; Put them into vanilla Sapien, vanilla tags with no OS applied. Everything opens fine.
> Put them in b30 and open it with OS Sapien (still no OS applied to them, though, but the glitchless campaign scenarios can be opened only by OS Sapien). Everything works well.
> Switch bsp to see the second part of The Silent Cartographer. No marines should be there, so I am not expecting glitches.
> See this
01.16.15 22:10:45 EAX: 0x0902432A 01.16.15 22:10:45 EBX: 0x699C7A01 01.16.15 22:10:45 ECX: 0x00DB1C78 01.16.15 22:10:45 EDX: 0x00000000 01.16.15 22:10:45 EDI: 0x0012F230 01.16.15 22:10:45 ESI: 0x00000000 01.16.15 22:10:45 EBP: 0x0012F108 01.16.15 22:10:45 ESP: 0x0012F0F8 01.16.15 22:10:45 EIP: 0x778270F4, C3 8D A4 24 ????? 01.16.15 22:10:45 EXCEPTION halt in \halopc\haloce\source\structures\structure_bsp_definitions.c,#1216: to_cluster_index>=0 && to_cluster_index<structure_bsp->clusters.count
> go to Halo Maps forum and beg for help
Does someone know what could this possibly mean? And how do I fix it?
EDIT it seems to be somehow marine-related because it crashed only with my model of marines. By changing marines' model, it crashes no more. Maybe it is something poly-related...? Edited by rododoonceagain on Jan 16, 2015 at 04:25 PM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 16, 2015 04:46 PM
Msg. 2 of 5
according to the actual debug info, its something dealing with your BSP clusters. it could be that because your marines are high poly, and your BSP must be relatively high poly, sapien is crashing because the polygon density in a single area is too great to be rendered at a single time.
Given I could be wrong, but just reading it out, that's what it seems like.
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jan 16, 2015 04:48 PM
Msg. 3 of 5
Do you know a tool to reduce the high poly count without digging holes...? Because unoptimized marines from Reach can go up to 9.000 vertices, if I remember correctly...
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jan 16, 2015 05:33 PM
Msg. 4 of 5
It does not crash. Does multires maintain the rig?
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jan 17, 2015 07:05 AM
Msg. 5 of 5
Ok, it seemingly worked. Last thing: how do I set up permutations with the least space occupied? As for now, I have 4 different models in the folder, is there a way to save some space (ie setting a single model, the armor, to be shared among all the different marines, and on top of this armor putting all the permutations, such as the head, the armor and the various instances)...?
ALSO
Where may I find the model of johnson from Halo 3? I'd like to set a permutation for him too. And how should I name it to make the campaign properly spawn him when required? Edited by rododoonceagain on Jan 17, 2015 at 07:06 AM
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