nomad of the pacific on 19/3/2005 at 11:34
Does anybody know how to fix this problem? :(
Whenever I add a BSP or Static Mesh to my level and try to play it, it starts to load and then I get a Victoria error. If I delete the BSP or mesh and retry, the level plays fine. I have also tried adding a BSP and, after it fails, deleting a different BSP and it will work fine. I feel like I've hit a cap on the size of the level, but it's not that big, yet, definately not as big as the ones that shipped with the game.
I pulled the following data from my T3Main.log file. The Victoria error was the same as the last data, so I didn't include it.
Quote:
WARNING: TriangleGroup::read_vertex_buffer failed to create static vertex buffer from pool 3 (may have to increase its size)![ 68020] (.\Source\Render\TriangleGroup.cpp : 1613)
ERROR: TriangleGroup::load_archetype - Serialized index is out of range (-71)! [ 68020] (.\Viktoria\Viki_Errors.cpp : 662)
ERROR:
*** ERROR DETAIL BEGINS ***
Error Message
________________________________________________________________________________
TriangleGroup::load_archetype - Serialized index is out of range (-71)!
Call Stack
________________________________________________________________________________
Register Info
________________________________________________________________________________
EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000
Flags=0x00000000
ESI=0x00000000 EDI=0x00000000 EBP=0x0012D934 ESP=0x0012D5A8 EIP=0x10919120
Any advice would be appreciated. I tried to search the forum and looked through the Wiki, but couldn't find anything helpful.
System Specs:
Abit VT7 Mobo (VIA PT880 + VT8237 chipset), P4 3.2 Ghz, 1 Gig memory, BFG 6600GT AGP
SneaksieDave on 19/3/2005 at 18:55
That's a scary one. Sure reads like some kind of limit has been reached. Very scary. Can you give us some info about the map size and count on items contained therein? I'm not sure if there's a macro to get the full brush and mesh count, but there probably is...
Krypt on 19/3/2005 at 19:10
This was the same thing I got on my map. I believe you can fix it by upping the static vertex pool numbers in your default.ini, but then the game chugs. That is a sort of less than ideal solution anyway. Not sure what to do when this happens. No idea why it happens either, since it sounds like your map wasn't too complex and mine was about 10% of the complexity of the average T-DS map.
Harwin on 19/3/2005 at 20:13
That kind of error generally indicates bad data of some sort. Try rebuilding things completely?
Export to .t3d and reimport?
nomad of the pacific on 19/3/2005 at 21:12
SneaksieDave:
Quote:
Can you give us some info about the map size and count on items contained therein? I'm not sure if there's a macro to get the full brush and mesh count, but there probably is...
Near as I can tell, 79 brushes divided into eight zones and no idea how many meshes. (Lots, but not as many as a shipped game.) The next brush or mesh crashes the game. :(
The last major thing I did before the problem started was to build a store. It works fine, though. :D
Krypt:
Quote:
I believe you can fix it by upping the static vertex pool numbers in your default.ini
I increased the StaticVertexPool in both the Engine.MemoryManager and PCVertexPool by 50% already. Didn't help. :( Didn't bother with the Engine.XBMemoryManager and left all the DynamicVertexPools alone. Should I increase them, too?
Harwin:
Quote:
Export to .t3d and reimport?
Tried this as you suggested, but it didn't help. :(
Maybe I'll have to split the level in half with a teleport? :p I was hoping I wouldn't have to do that since the geometry is almost big enough for the mission, now.
Thanks for all your input! Any other ideas greatly appreciated!!!! :thumb:
toolman on 19/3/2005 at 21:24
try going tools -> report off-grid bsp brushes. If it comes up with any say align all, then build all, and try adding stuff then build all again and play.
No idea if this will do anything, but it's worth a shot.. *shrug* :)
nomad of the pacific on 19/3/2005 at 21:31
Quote:
try going tools -> report off-grid bsp brushes.
I do that routinely. Saves a lot of trouble and keeps things looking smooth! ;)
nomad of the pacific on 20/3/2005 at 02:49
I've done some more testing. I deleted four of my older brushes and was able to add one brush, two meshes and a patrol point before hitting the wall again, so this looks like a cap on the total number of objects that can be in my map, including brushes, meshes and markers! :eww: I hope I'm wrong. Anybody know how I can get a total count of objects? :confused:
David on 20/3/2005 at 19:36
Any chance of uploading the map so others can take a quick look at it?
nomad of the pacific on 20/3/2005 at 21:18
I'll try to get it up, but I'll have to do it from work. My connection at this hotel is unstable. :p