Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Raptor on July 11, 2004, 06:14:36 am
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Does anyone know :wtf: this error message means, and how to fix it?
'Stack overflow protection was engaged,
Please correct the errors in this model (too many polygons in the same average location).
Copile Aborted after GenerateBSP reached depth of 1000 recursions.'
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Oh, the most hatefull PCS-Warning. I haven't count how
many times I get that. :)
Normally you get this, if the model has some bad geometry.
In my most cases I receive this error after I added LOD's and
debris, a single LOD 0 works in the most cases. Start deleting
objects (or entire subsystems) and convert again, so long until
you find the damaged part.
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Its usually because of model geometry probs, as stated above. I see it most often when I convert from something -> 3ds -> cob -> pof
Usually because the faces of the model get broken into seperate UVing chunks. Dunno if that's your problem, but it's annoying as al hell.
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almost surely a double vert/edge... I haven't seen this message in ages btw
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Hmm, I've tried with all LODs and debris removed - no luck.
And PCS refuses to convert a simple object (without a light attached)
I actual took the orginal ship and merged it's UVmapping, cutting it down from four to two.
So it has to be bad geometry.:sigh: I just hope it's not the turrets...
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It's when faces of a model are seperated into groups, either by the UVing, or the smoothing groups. If you could weld the verts together, it may fix it.
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Yeah but that model looks to have been created in native Truespace. There shouldn't be a splitting issue unless you've exported it to 3ds and back. One thing that may be a problem; all of that small greebling is probably pretty small. Scale the model up to 1/10 final size and try converting again. It may not fix it, but it might do the trick.
Oh, and you have to have at least one light for PCS to convert anything.
EDIT: I'm assuming this is refering to your Aeolus. Yeah. :nervous:
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No, this is not about the Aeolus, this thread's about... something else;)
All My home grown stuff is made in TS, but the basis of this ship is as follows:
1)Select already working .POF
2)Use PCS to covert to .COB
3)Edit object, re-turret, etc
Now, I have got it to convert (TS 'Fix Bad Geomertry' tool did the job;) ), but, of course, the model only works in-game for a few seconds. It loads in mission, then 6-10 seconds later, CTD:mad:
To be fair, it was only something I was messing around with.
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Originally posted by Raptor
Now, I have got it to convert (TS 'Fix Bad Geomertry' tool did the job;) ), but, of course, the model only works in-game for a few seconds. It loads in mission, then 6-10 seconds later, CTD:mad:
That sounds more like an error in the pof-data (turrets or paths) in
that case. Would it be a model-issue, I would crash instantly, or at
least when facing the object (when you are over the texture-limit of
16 per subobject).