tatu wrote:
TheIdiot wrote:
tatu wrote:
According to the CE notes IIRC an issue of too many vets/faces in a scene should result in objects not to load instead of a crash.
I don't think that's the problem, though. It's crashing before I even get into the level during the load screen. If there are too many objects, you can usually get into the level first before it crashes - although evidently even
that isn't foolproof because I've had levels crash in CE due to too many objects.
I guess you might have checked. But I suggest you enable the highest error setting in the .ini file and check the log file. Usually it is good enough. I would also suggest to load it in GUIApp and see if the same thing happens, as GUIApp for some reason sometimes loads levels that crash otherwise.
I've tried it in GUIApp as well, crash right after loading this mesh. It gives the usual "too many polys" error, which can be skipped with all the other models which are too high-poly, and then crashes.
These are all of the errors in the output log - not really sure what to make of them, as it doesn't tell me specifically what went wrong:
Code:
ASSERT: code 1004 at 2272:
Assertion failed!
(SRaptorCrate00-00)
Mesh has at least 3 degenerate polygons
Line #: 2272
ASSERT: code 1004 at 2366:
Assertion failed!
(SRaptorCrate00-00)
Mesh has 9 degenerate vertex normals
Line #: 2366
ASSERT: code 1015 at 930:
Critical assertion failed!
(SRaptorCrate00-00)
.\Source\Lib\GeomDBase\Mesh.cpp
Line #: 930
DEV: "SRaptorCrate00-00" has 3063 polygons but no LODs
The first two errors are ones that I see in a lot of models, which are just optimization failures on the part of the modeller. The "code 1015" message is different, and is what results in the crash, yet I don't know what a "code 1015" even is because it doesn't describe it. My guess is that it's the "too many polys" error, but again, I didn't think that should be a problem, unless the actual face limit is somewhat lower than 3072 (the model has 3068). Any ideas?
EDIT: Okay, so I made a copy of the level and started fiddling around with high-poly objects. First, I deleted the RaptorCrate and left everything else as-is; the level worked. Then, I imported a sphere with just under 4000 faces into the level in its place; still crashed. So next, I went and deleted the 2 VMoretonBayFig models in the level, each of which are just over the poly limit, and re-imported the crate. Now the level works. Then I imported the spheres; again, the level worked. Imported the figs, and bam, it works again! So I deleted the spheres and imported one more mesh which is UNDER the poly limit, and all of a sudden, crash again.

I then deleted one of the high-poly Fig trees, and now the level loads. So clearly something weird is going on with the game loading high-poly models. It seems the game is trying to load too many polys overall during the loading process and it's crashing.
None of these models were anywhere near the play area. They were all off in the corner safely out of the way so that they wouldn't overburden the game while looking around. I think I'll have to break down some of my high-poly models into low-poly ones; right now, the level has 7 models with 2048+ polys. I can easily fix that, but it's a bit disappointing to find out that these models are potentially too unstable to use in larger quantities.
In other words, in the future we should
try and avoid using high-poly models if you can as they might start to lower the stability of the level as it becomes more detailed. Just break your models into seperate meshes instead of making them all one big mesh - it's much safer that way as CE seems to handle lots of objects on the screen at once very well.
Lee, is there anything you might be able to do to fix this? The crash seems to be occuring right at the end of the loading phase, just before the level starts, NOT in the middle of the loading bar where it would usually crash if you had high-poly models in retail.
Edit 2: GeomAdd's log of high-poly objects, just to see how many objects were over the limit and by how much:
Code:
ERROR: 2791 triangles in mesh DianeAttach00-00 (can't be more than 2048)
ERROR: 2823 triangles in mesh DianeBody00-00 (can't be more than 2048)
ERROR: 2722 triangles in mesh SPerimFencePylon00-00 (can't be more than 2048)
ERROR: 4032 triangles in mesh SJPACGate00-00 (can't be more than 2048)
ERROR: 3051 triangles in mesh SRaptorCrate00-00 (can't be more than 2048)
ERROR: 2270 triangles in mesh VMoretonBayFigWide00-00 (can't be more than 2048)
ERROR: 2368 triangles in mesh VMoretonBayFig00-00 (can't be more than 2048)