
rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Mar 5, 2015 11:20 AM
Msg. 1 of 8
Here's another error to remind me how much hatred tool feels towards me! Here is what I did: 1) Imported my model with Adjutant 2) Edited geometry and stuff to make it look good and fit the skeleton; then I rigged and set up regions and permutations. 3) Exported the model, put it in game; everything is working. Being happy of my results, I decided to go even further and started making LODs of my model. Here a problem arose: I couldn't apply the multires modifier because it screwed up my skin modifier. So I basically deleted my old skin modifier, applied a multires modifier with 100% vertex percent, then, on top of this modifier, applied the skin again (and it was painful as hell). Once rigged, I wanted to set multires to different values to obtain all the different LODs. It somehow worked and I have all the 5 LODs of a single region. When I try to compile my model, however, this error pops up 03.05.15 16:49:45 tool pc 01.00.00.0609 ---------------------------------------------- 03.05.15 16:49:45 reference function: _write_to_error_file 03.05.15 16:49:45 reference address: 42ca20 03.05.15 16:49:45 EAX: 0xFFFFFFFE 03.05.15 16:49:45 EBX: 0x03AC9601 03.05.15 16:49:45 ECX: 0x0012F0D0 03.05.15 16:49:45 EDX: 0x000002CC 03.05.15 16:49:45 EDI: 0x0012F0D0 03.05.15 16:49:45 ESI: 0x00000000 03.05.15 16:49:45 EBP: 0x0012EFA8 03.05.15 16:49:45 ESP: 0x0012EF98 03.05.15 16:49:45 EIP: 0x776E70F4, C3 8D A4 24 ????? 03.05.15 16:49:45 EXCEPTION halt in .\intermediate_geometry.c,#1705: intermediate_triangle->vertex_indices[0]!=intermediate_triangle->vertex_indices[1] Now, I don't even know what could this possibly mean; does anybody know? ALSO: is there some way of making LODs without having to rig all the models again from scratch? Heads were particularly painful to skin, and I'd gladly avoid rigging them once again, if only I could.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 5, 2015 11:59 AM
Msg. 2 of 8
I don"t remember what kind of errors mean what, but are you sure you applied a multi-sub object material to all the components of the model, and all the materials ID reference an ID in that multi sub on the model ?
And did you apply the old skin modifier after multi res without editing ? I think the unrepertoried vertices where the weights are applied could cause that kind of exception.
It would be better if you added manually the new weights on the skin modifier.
I made LODs for a rigged biped once and did all the skin modifiers manually AFTER polygon reduction Edited by bourrin33 on Mar 5, 2015 at 12:01 PM
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Mar 5, 2015 12:02 PM
Msg. 3 of 8
Quote: --- Original message by: bourrin33 I don"t remember what kind of errors mean what, but are you sure you applied a multi-sub object material to all the components of the model, and all the materials ID reference an ID in that multi sub on the model ?  I don't even know what does this mean. I imported the model with the skeleton, then moved all the meshes using the already present bones to fit the CE skeleton. Permutations were obtained by deleting the various instances according to my needs; about materials, everything uses the materials Adjutant assigned it. Just for the record; superhigh had 100% vertex, high had 80%, medium had 60%, low had 40% and superlow had 20% Edited by rododoonceagain on Mar 5, 2015 at 12:09 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 5, 2015 12:35 PM
Msg. 4 of 8
did you read the other stuff I said ? Materials IDs are the numbers referencing the material. A multi sub object material is that thing in the material editor that shows many slots with shaders names
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Mar 5, 2015 01:11 PM
Msg. 5 of 8
Ok, now I've read; I made a new skin modifier, of course, because the old one was completely messed up. And materials should be set up; I mean, in the original model each and every face had a material, and they should still have the material set after the poly reduction, unless Multires remove materials (but I don't think it does; shaders are still showing properly everywhere). If you have time to give them a quick look, I may upload them. I'd really like to make a bood job with these marines. Edited by rododoonceagain on Mar 5, 2015 at 01:15 PM
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Mar 5, 2015 01:23 PM
Msg. 6 of 8
I know that feel bru, when you work so hard in a 3d model for halo ce, and it just doesn't work
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Mar 5, 2015 01:25 PM
Msg. 7 of 8
Quote: --- Original message by: Kinnet I know that feel bru, when you work so hard in a 3d model for halo ce, and it just doesn't work That's the 3rd week, it was working so well... 
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Mar 5, 2015 01:38 PM
Msg. 8 of 8
mhmmm did you try to compile only half of the permutations ? Maybe you just have too many vertices now I think of it. Did you try to ingame them separately to see if they work ?
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