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SWTOR models are causing game to crash


Go to solution Solved by mrwonko,

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Posted

I worked on 3 new SWTOR models and despite doing everything right, these models are causing game to crash in vanilla JKA and Movie Battles

It works properly in Galactic Legacy and Movie Duels though

I receive this error

glGetError() = 0x501
Error: Ran out of transform space for ghoul2 models, adjust miniheapsize in sv_spawnserver

 

I even removed any mods in base folder, leaving only those models pk3 files but still causing to crash

 

This one is 6537 verts

image.png.c5f79af19e894a07cd3147d09261d827.png

image.png.fa036abfb74cf0d494364fd6c042b703.png

 

This one is 9188 verts

image.png.d6b54690e36df373d11c56526ebbc4dd.png

image.png.75f35706dfcd5e3df229b7621bfe0763.png

 

This one is 18k verts totally more or less

I even reduced it to 9k but still crashes

image.png.786182a9cc24df546e6a610faef8a073.png

 

I used Limited Dissolve, Decimate tools to reduce biggest one, but I dont know why it's crashing. It wasnt like that before

I didnt make LODs for first two models because verts are 6k or 9k, so I thought there is no need

I'd appreciate it if anyone can help me and I need to learn why is this problem happening

 

https://www.dropbox.com/scl/fi/ezep2d2oict0s5vtmkmvb/NPC-Chiss-Mai_aj.pk3?rlkey=bpglq9xmb8jhw9sriyuw6wkiy&st=xpria8w0&dl=0

https://www.dropbox.com/scl/fi/7qf4ps18h4s802p7982fk/NPC-Vey-aria.pk3?rlkey=ms3lxw95a5o443z05w0etiw7r&st=2eyaw28r&dl=0

  • Solution
Posted

Usually, collisions e.g. with lightsabers are calculated using a lower LOD (I think 2) to keep them reasonably cheap to calculate. Since the model doesn't have any LODs, the calculations become too expensive, they need too much transform space, which has a hard limit. Some custom engines may raise this limit, which could be why you had no problems before? Either way, I would recommend giving the model LODs 1 and 2 which are roughly in line with the vertex count of vanilla models.

DarthValeria likes this
Posted
5 hours ago, mrwonko said:

Usually, collisions e.g. with lightsabers are calculated using a lower LOD (I think 2) to keep them reasonably cheap to calculate. Since the model doesn't have any LODs, the calculations become too expensive, they need too much transform space, which has a hard limit. Some custom engines may raise this limit, which could be why you had no problems before? Either way, I would recommend giving the model LODs 1 and 2 which are roughly in line with the vertex count of vanilla models.

Problem was really because of lacking lower LODs, I'll fix them and thank you so much ^^

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