Ziemanskye on 18/4/2005 at 19:24
I recently ran into a second 'wont load/run' crash problem, not solved by teleporting into the map.
This is the error, at the end of
T3Main.log after crashing:
Quote:
WARNING: TriangleGroup::read_vertex_buffer failed to create static vertex buffer from pool 3 (may have to increase its size)![ 73027] (.\Source\Render\TriangleGroup.cpp : 1613)
ERROR: TriangleGroup::load_archetype - Serialized index is out of range (-79)![ 73027] (.\Viktoria\Viki_Errors.cpp : 662)
and this is what I added to the
user.ini file to correct it:
Quote:
[PCVertexPools]
;;added an extra 0 to the end of the default.ini pool size;;
StaticShadowVertexPool=15728640
It may not be pretty, and I'm not sure if it'll hinder performance any, but it means my level is going again, which is a good thing. :thumb:
SneaksieDave on 18/4/2005 at 20:46
Interesting. So that is, a.) proof that some set limits do exist, and b.) one case at least where we can change it. I shudder to think what else might be in there.
Can you give us an idea of your stats (like UNR size, brush count, etc)?
Ziemanskye on 19/4/2005 at 09:46
Some numbers about when I hit that error:
Unr filesilze: 7.10Mb
Gmp: 6.37Mb
649 Brushes
150 Zones (though default.ini lists the max at 1024)
2046 BSP Polys
182 Lights (counted manually on the report lightsources box)
2701Kb Static Mesh Memory (from show Memory Usage report)
5k Static Mesh Infos.
1327 (:wot:) StaticMeshes (highest number in Search for Actor list, not sure if that includes the ones attached to Actor, like lights and doors)
2-3 Trigger scripts, no AI pawns/patrol points, no idea on the navmesh/spatial db, since I'm not compiling them currently
And I'm running on a P4 2.8Ghz, 512Mb Ram, 256Mb GForceFx 5500.
Also, I found the fix by digging into the default.ini, there are a couple of other values there which you can
user.ini to expand if you need to:
Quote:
[PCVertexPools]
DynamicVertexPool0=3145728
StaticVertexPool=2621440
SneaksieDave on 19/4/2005 at 14:03
Wow, you've been busy. Anyone still wondering if anyone's doing anything, or if the T3Ed community is "stillborn" as one person erroneously concluded? :p Sounds larger, already, than any of the OMs. Be careful about going too large (at least this early in the community learning about T3Ed) before you add the navmesh (which will add a lot to the size) or you might have problems - I got crashes at approx 9Mb (size from copy/pasting stuff around the map).
OrbWeaver on 19/4/2005 at 17:59
Since it seems to be a "shadow" vertex pool, did you try turning off shadowcasting on some (or all) of your static meshes?
toolman on 19/4/2005 at 18:13
...and on bsp surfaces too?
nomad of the pacific on 19/4/2005 at 21:01
Hmm. Same errors I had, but your fix didn't work for me. :(
The StaticShadowVertexPool line is actually in the Default.ini file, but you say you added it to the User.ini, is that right? I changed it in the Default.ini, so could that be why it didn't work for me?
Ziemanskye on 20/4/2005 at 10:23
Nomad - I changed it in the user.ini because anything in there that matches something in the default.ini overwrites the default's version of it.
Quote:
Example - you don't need the WriteResourceFiles=True in the user.ini (it doesn't know the command, so sets the value then ignores it), and you don't need to change both of the WriteResourceBlockFiles=True in order to compile .ibt files. You only need to add it to user.ini.
One of the log files tells you which values it's changing.
However, I just prefer not to mess with default.ini files, and if you change things there instead of/as well as changing them in the user.ini it
should still work, so long as the user.ini has the value you want, or they are both the same.
Are you getting any other error messages in the other log files? I had a lot of errors in BadGeometry.log too cause of static meshes, and maybe twiddling things in there de-gunked something too. And is it actually pool 3 the warning is about - try extending the numbers on the other two values I posted about (since I posted their defaults) if it's not, or if it still doesn't work. Better to have it working and not be sure how, than not to have to going at all. ;)
Toolman and Orb - I have compartively little of the map (bsp or smesh, and most of my lights are OmniNoShadows now) using shadows, the place is just huge. I know what you're suggesting though, and I appreciate you trying to help. And I've added more stuff since then and it still goes with my fix, though I suspect some level of hardware dependance on the twiddled numbers working. :erm:
and
SneaksieDave - I'd rather work big and try to find/fix it when it's borked (like this and the teleport in thing) than cut the project down. :thumb: Maybe I'm being over-ambitioius and will have to work on some other mission idea, but if this helps get a sense of what we can get away with and/or how to get around it, it has still served some purpose, right?
SneaksieDave on 20/4/2005 at 14:36
Quote:
...but if this helps get a sense of what we can get away with and/or how to get around it, it has still served some purpose, right?
Indeed. Go ye forth, brave soldier!
(I just would hate to have you make a big gorgeous 18 Mb map of meshes and brushes, and then when you try to navmesh it, it no longer works... :( )
nomad of the pacific on 20/4/2005 at 19:45
Quote:
Originally posted by Ziemanskye
Are you getting any other error messages in the other log files? I had a lot of errors in BadGeometry.log too cause of static meshes, and maybe twiddling things in there de-gunked something too.
I've got a lot of the following errors in my BadGeometry.log for Static Meshes:
Quote:
The following errors have been found:
Geometry is non-convex!
Geometry is not fully connected!
I'll try adding your fix to the User.ini file now! :)
EDITPraise Be To Lord Ziemanskye!!! :D All is now well! This is what I added to the User.ini:
Quote:
[PCVertexPools]
DynamicVertexPool0=6291456
StaticVertexPool=5241880
;;added an extra 0 to the end of the default.ini pool size;;
StaticShadowVertexPool=15728640
Worked like a charm! Thanks for saving my level! I hated having to break it in half. Maybe this should be added to the Wiki Tips. :thumb: :thumb: :thumb: