uncadonego on 28/4/2006 at 09:39
This crash is happening in the original part of the map when I enter it. It doesn't matter where I start in this part of the map (using persistent player). I go in look around and bam. This is the part of the map I finished first and it ran fine for weeks. Nothing has changed in it. The crash can happen going into this area looking at the ground. Does Dromed "see" the sewers underground even though they're so far underground? It's not the polycount that is causing the problem. It never seems to be the polycount judging from other threads on the subject. However, I was wondering why Me-Only'ing just that area gets rid of the crash. Is it possible to put a "blockable" brush in the solid world between the underground sewers and the cobblestone ground level without causing worse problems? I just can't see any reason, other than the sewers so far below, that would be any different than before. It might not be that reason at all. I'm at a loss....
MOG on 28/4/2006 at 14:42
A vertice is a point in 3d space, so even if you only see a simpel cube it can consist of 100'ds of vertices..
f.instance several cubes making one large aircube !
In other words even if polycount is only 4 , vertice count can be 1000
Look for complex shapes -portals ...Simplefy
Dromed renders in a special way,
if you've build "wrong" it will render stuff that you can't see...
Using me only brushes can also lead to suddenly errors too.
So it's clever to turn off me only every "nth" save and optemise, and have a walk around ..
Often from corners of a level/ scenery you will find the weak points...
If all fails; you could try to re-arrange build order.
You probably knew all this,
good luck ...
ps:
Incredible mission screens :)
Yandros on 28/4/2006 at 15:33
I saw this error in CoS in one area where I had a long railing made out of solid brushes, so I assumed the terrain was just too complex. I simplified it and the problem went away.
uncadonego on 28/4/2006 at 18:52
...but this part of the mission hasn't changed since I first built it. This never happened before. I could run around this area in every corner and and field of view and it never crashed. Nothing has changed to make this area crash out of the blue like this. I could simplify the area, but why would it work for so many weeks just fine and then start this yesterday, when everything in there has remained the same for weeks?
Sluggs on 28/4/2006 at 19:14
Have you been inserting alot of wedges lately? Lots of wedges can cause this error.
@ Lady Rowena... Did you use wedges to make those stairs?
uncadonego on 28/4/2006 at 19:41
actually no, as I said this part of the mission has not changed for weeks. It appears my suspicions were correct. I have no clue why, but deleting the tunnels under that part of the map, (even though they are not rendered because they are underground), made the crash go away. There are only a couple of points where those sewers actually came up to that level of the map, and it crashed whether I was looking in that direction or not. As I said, I could go into that area of the map while looking only at the ground and it would crash. I could look straight ahead, straight up at the sky, straight down at the ground, no matter. I will try going in to that area backwards and let you know if that crashes it as well.
addendum: yes, facing away from where I know the tunnels to be delays the crash. Once I turned and faced the rendered architecture where the tunnels would begin to come into the field of view, the crash occurred.
The "draw_surface: too many vertices" problem has never been fully solved or answered in any thread as far as I'm concerned. It seems that vertices that do not even come into the field of view can cause the crash, so long as they are within a certain range of the player, rendered or not. I wish we had more information on this error.
Lady Rowena on 28/4/2006 at 21:26
Uncadonego, I know what you mean. When I built the stairs I had no error, the error/crash appeared later, when I kept on building other houses near the first one, plus the error didn't always showed, I went crazy to understand what it was, finally I realized that the fault was of the stairs. Still, the stairs alone (in a me only area)didn't cause any error.
Just to make a test, try putting a huge wall between the offending area and the rest of the level, just to see if the error goes awyay.
Maybe lowering the sky with a huge cube with a sky texture on it? (if it is a city FM and if you didn't use the cave out method)
Good luck.
Sluggs
No, they are not wedges, only parallelepiped.
Sluggs on 28/4/2006 at 21:49
They're what? :wot: parallelepiped? Is that like, a proper word? :joke:
Lady Rowena on 28/4/2006 at 22:12
Come on Sluggs.....stretched cubes....:o :p