DarthValeria Posted November 26 Posted November 26 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 This one is 9188 verts This one is 18k verts totally more or less I even reduced it to 9k but still crashes 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 mrwonko Posted November 28 Solution Posted November 28 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
DarthValeria Posted November 28 Author Posted November 28 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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