STiFU on 24/11/2005 at 17:50
I got a serious problem. I made up a vault, which works fine. I tested it in a tiny testmap. But when i use it in my FM, the Map loads but after some time an errormessage occurs, which i cannot see. After pressing enter T3 just exits. This sounds very similar to the zonealarm bug, but i havent got it. (and i told you anyway before that i can start maps).
The static mesh has a total amout of 2290 Polys and is 512x512x400 big. Dont know why i tell you that, but perhaps there are some known bugs regarding too big sizes/too many polys or something else. Did i hit any limitations?
GlasWolf on 24/11/2005 at 20:25
You've probably already tried these, but I'd set the vertex pool entries to 10x the defaults. Then I'd load it with the Opt version of the exe and check to see if there's anything obvious in the T3.log (perhaps relating to your custom smesh). Is the smesh in the Content\T3\StaticMeshes and/or the Content\T3\StaticMeshes\DynamicallyLoaded directories?
STiFU on 24/11/2005 at 21:16
It is in the same directory like all my other custom smeshes. And it worked on another map like i said. So i dont know why it shouldnt work in my project..:confused:
But i dont know what you mean by this.
Quote:
set the vertex pool entries to 10x the defaults
And which opt version of the exe? Do you mean the standard t3main.exe or what? I searched for a t3.log but there is none... Dont know what it could be! :erg:
Edit: Ah now i know what you mean by that upper sentence. You mean that i should multiply the vertexpool entries in the default.ini by 10, right? Checking that out. And i found the logs by now. AND i know what you meant by opt exe. :) I found this in the logs: "WARNING: TriangleGroup::read_vertex_buffer failed to create static vertex buffer from pool 2 (may have to increase its size)![ 105693] (.\Source\Render\TriangleGroup.cpp : 1656) " So i guess your solution will work. *puh*
GlasWolf on 24/11/2005 at 21:53
Quote Posted by STiFU
You mean that i should multiply the vertexpool entries in the default.ini by 10, right?
Yes, you can either do that or put an identical section into your user.ini, which will then override your default.ini. Bear in mind that you want to optimise these when it comes to releasing the FM, as lower spec machines can suffer with the 10x settings. Also, when you package your FM, any user.ini changes you make can be easily turned into a user_patch.ini that Garrettloader will handle automatically.
STiFU on 24/11/2005 at 22:20
It did not work... I increased the vertexbuffer pool sizes first by 4, then by 10 and afterwards again by 10 (which would be 100!!!). But it still does not work. This damn engine slowly starts pissing me off...:mad: The message in the log has changed by now.
Quote:
WARNING: TriangleGroup::read_vertex_buffer failed to create static vertex buffer from pool 2 (may have to increase its size)![ 230496] (.\Source\Render\TriangleGroup.cpp : 1656)
That value is higher than that one before. I also trief to press print when the error message showed up and it worked. I could read the error message, thought it doesnt tell me anything.
Quote:
<?int>T3.Genreal.Start?>:t3main.exe - error
"The command "0x109628b9" points to memoryaddress "0x0000000". The process "read" couldnt be executed on this part of the memory.
This is only a translation. there could be some gramar mistakes in there.:nono:
GlasWolf on 25/11/2005 at 00:25
Just to confirm, you are changing the following three values?
[PCVertexPools]
DynamicVertexPool0=3145728
StaticVertexPool=2621440
StaticShadowVertexPool=1572864
There are other mentions of vertexpool in the default.ini, but these are the ones that require changing.
Krypt on 25/11/2005 at 07:22
That mesh has a hell of a lot of polys for this engine. I don't know for sure, but I don't think any meshes in the original game went over 1000. It may be some sort of arbitrary limit on complexity for a single mesh. I would try breaking the mesh into a couple smaller sections and piece them together in T3Ed.
STiFU on 25/11/2005 at 09:08
I thought about that too, but the smesh worked in the testmap... It shouldnt logicaly be different in another map. I will later try to add another version of that smesh in order to check whether its an issue with that smesh or with polycount in general. But i edited the right vertexpool settings. but i edited those for the memory manager too.
STiFU on 25/11/2005 at 18:10
I really dont understand flesh. I made up a lowpoly (half of the polys as before) and it works fine. Even 16 of those vaults work without interrupts. So Krypt was right. Simply dividing them would have worked well. The smesh has 1100 polys now. And now we can tell that over 2000 is way too much... *puh* Now i am really relieved... :)
STiFU on 13/12/2005 at 12:17
I have taken a tiny break of T3ED (definitely needed it) and after some more working on my FM i got this mistake again. I deleted the custom smeshes in my Map but it still didn't work. Then i deleted some more complex semisolids and it worked.
Hence there IS a overall polylimit i exceeded. But the vertexbuffer pool settings in the T3ED folder's default.ini dont seem to change anything. I tried that one of my normal t3 folder too besides i think/i know that the editor does not use that .ini . I changed those settings glaswolf posted and I tried to change the other vertex buffer settings in the [Engine.MemoryManager]-part too. I added a 0 at the end of all the settings. Perhaps these changes only work if it is multiplied by 2 or 4 and so on(i don't know the correct word for this). Help plz! I dont want to split up my map, because it is still rather small, though i worked "very" detailed...