eggbeast 3684 Posted October 19, 2016 we have a range of old ARMA 1 or even OFP model huts and platforms. they worked fine in Arma 2. some are in the movie below when placed near to each other they start behaving strangely. cloning them (copy and paste) makes them disappear. adding too many near to each other causes a memory error and crash to desktop. as they are present in older maps (binned maps) we really need to fix this in order to prevent CTD's with our old maps. the models appear completely fine in buldozer. code examples: config class LAND_uns_hut1: House //hut 1 appears to be fine { scope = 2; vehicleClass = "aa_uns_buildings_C"; editorSubcategory = "aa_uns_buildings_C"; editorCategory = "UNS_All_Obj"; displayName = "Hut 1"; simulation = "house"; model = "\uns_village\misc\uns_hut1.p3d"; Icon = "\uns_icons\hut.paa"; armor = 100; nameSound = ""; mapSize = 8; destrType = "DestructTent"; }; class LAND_uns_hut2: LAND_uns_hut1 { displayName = "@@ Hut 2"; model = "\uns_village\misc\uns_hut2.p3d"; }; class LAND_uns_platform1: NonStrategic { scope = 2; vehicleClass = "aa_uns_buildings_C"; editorSubcategory = "aa_uns_buildings_C"; editorCategory = "UNS_All_Obj"; displayName = "@@ Village Platform 1"; model = "\uns_village\platform\uns_platform1.p3d"; Icon = "\uns_icons\hut.paa"; armor = 1000; nameSound = ""; mapSize = 5; destrType = "DestructTent"; }; class LAND_uns_villshelter1: House { scope = 2; vehicleClass = "aa_uns_buildings_C"; editorSubcategory = "aa_uns_buildings_C"; editorCategory = "UNS_All_Obj"; displayName = "@@ Village Shelter 1"; model = "\uns_village\misc\uns_villshelter1.p3d"; Icon = "\uns_icons\hut.paa"; armor = 100; nameSound = ""; mapSize = 3; destrType = "DestructTent"; }; class LAND_uns_villshelter2: LAND_uns_villshelter1 { displayName = "@@ Village Shelter 2"; model = "\uns_village\misc\uns_villshelter2.p3d"; }; class LAND_uns_villstorage_shelter: LAND_uns_villshelter1 { displayName = "@@ Village Storage Shelter"; model = "\uns_village\misc\uns_villstorage_shelter.p3d"; }; log files from binpbo LAND_uns_hut2 <model = "p:\uns_village\misc\uns_hut2.p3d"> Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 405, 407, 403 Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 405, 403, 401 Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 406, 404, 400 Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 406, 400, 402 Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 557, 559, 555 Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 557, 555, 553 Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 558, 556, 552 Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 558, 552, 554 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 211, point 0, face points 0,4,7 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 212, point 8, face points 8,2,9 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 213, point 188, face points 188,179,180 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 214, point 179, face points 179,169,180 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 215, point 183, face points 183,188,182 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 211, point 0, face points 0,4,7 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 212, point 8, face points 8,2,9 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 213, point 188, face points 188,179,180 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 214, point 179, face points 179,169,180 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d:roadway Face 215, point 183, face points 183,188,182 - very small normal 0,0,0 Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (4,0,7) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (2,8,9) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (179,188,180) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (169,179,180) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (188,183,182) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (183,170,182) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (10,3,11) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (1,12,14) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (7,24,4) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (26,17,16) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (8,23,9) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (22,9,23) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (11,22,10) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (24,14,12) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (18,26,19) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (15,18,19) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (17,6,16) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (19,13,15) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (25,15,13) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (5,16,6) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (27,5,6) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (23,10,22) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (29,33,36) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (38,31,37) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (32,39,40) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (53,36,33) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (45,55,46) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (52,38,37) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (37,51,52) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (51,40,39) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (30,44,41) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (44,53,41) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (55,47,48) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (47,42,48) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (35,45,46) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (43,48,42) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (42,54,43) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (46,34,35) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (34,57,35) Warning: p:\uns_village\misc\uns_hut2.p3d: Degenerated triangle found on source triangles (39,52,51) Warnings in p:\uns_village\misc\uns_hut2.p3d:10000 SW animation used for p:\uns_village\misc\uns_hut2.p3d - Not all levels have Keep Height set Warnings in p:\uns_village\misc\uns_hut2.p3d:11000 </model> LAND_uns_villstorage_shelter <model = "p:\uns_village\misc\uns_villstorage_shelter.p3d"> Old style material flags used - 1 (with texture uns_village\t\uns_thatch1_co.paa) Warnings in p:\uns_village\misc\uns_villstorage_shelter.p3d:4 Old style material flags used - 20 (with texture <null>) LAND_uns_platform1 <model = "p:\uns_village\platform\uns_platform1.p3d"> Old style material flags used - 20 (with texture <null>) Warnings in p:\uns_village\platform\uns_platform1.p3d:geometryFire SW animation used for p:\uns_village\platform\uns_platform1.p3d - Not all levels have Keep Height set </model> LAND_uns_villshelter1 (and LAND_uns_villshelter2 has same log entries) <model = "p:\uns_village\misc\uns_villshelter1.p3d"> Old style material flags used - 1 (with texture uns_village\t\uns_thatch1_co.paa) Warnings in p:\uns_village\misc\uns_villshelter1.p3d:2 Old style material flags used - 20 (with texture <null>) Warnings in p:\uns_village\misc\uns_villshelter1.p3d:geometryFire SW animation used for p:\uns_village\misc\uns_villshelter1.p3d - Not all levels have Keep Height set </model> example rvmats for the hut and shelters - thatch roof and wooden walls thatch ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.000000,0.000000,0.000000,1.000000}; specularPower=1.000000; PixelShaderID="NormalMapMacroASSpecularMap"; VertexShaderID="NormalMapAS"; class Stage1 { texture="uns_village\t\uns_thatch1_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { texture="#(argb,8,8,3)color(1,1,1,0)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { texture="uns_village\t\uns_thatch1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; wood ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.000000,0.000000,0.000000,1.000000}; specularPower=1.000000; PixelShaderID="NormalMapMacroASSpecularMap"; VertexShaderID="NormalMapAS"; class Stage1 { texture="uns_village\t\uns_krd2_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { texture="#(argb,8,8,3)color(1,1,1,0)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { texture="uns_village\t\uns_krd2_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; Share this post Link to post Share on other sites
reyhard 2082 Posted October 19, 2016 delete rvmat -> check if it's working; if it's not working proceed to next point delete roadway lod -> check if it's working; if it's not working proceed to next point delete shadow lods -> check if it's working; if it's not working proceed to next point change surface properties (shift+e) to normal -> check if it's working; if it's not working - report Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 hut2: - fixed roadway lod - deleted and replaced - error gone from log - remmed out all rvmats - same problem - moved shadow lod to edit lod - same problem - fixed geo lod component order - same problem - did shift-e normal to every lod- same problem thisis what happens in game - the hut2 is the model that doesnt even show up - just flashes. Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 i've spent maybe 12 hours solid tinkering with this one damn hut. gotta laugh... the platform and village storage shelter seem to be fixed now though, so that's a plus. i think that was open geo in the shadow lod that caused it just hut2, and the two village shelters that flicker when hut2 is near. and the little cage - will do that later. Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 i fixed the old style material flags issuethat no longer comes up if yo uchange the rvmat to match an arma 2 one PixelShaderID="NormalMapSpecularMap"; VertexShaderID="NormalMap"; //PixelShaderID="NormalMapMacroASSpecularMap"; //VertexShaderID="NormalMapAS"; class Stage1 { texture="uns_village\t\uns_thatch1_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { texture="uns_village\t\uns_thatch1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; instead of al lthose color stagesso that's one thing done i also opened each texture, smdi and nohq in latest texviewer and re-saved them Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 latest build log from binpbo <model = "p:\uns_village\misc\uns_hut2.p3d"> Warning: p:\uns_village\misc\uns_hut2.p3d:2 Error while trying to generate ST for points: 557, 559, 555 etc 20 lines Warning: p:\uns_village\misc\uns_hut2.p3d:20000 Error while trying to generate ST for points: 268, 207, 267 etc maybe 300 lines SW animation used for p:\uns_village\misc\uns_hut2.p3d - Not all levels have Keep Height set </model> <model = "p:\uns_village\misc\uns_villshelter1.p3d"> Old style material flags used - 20 (with texture <null>) Warnings in p:\uns_village\misc\uns_villshelter1.p3d:geometry Old style material flags used - 20 (with texture <null>) Warnings in p:\uns_village\misc\uns_villshelter1.p3d:geometryFire SW animation used for p:\uns_village\misc\uns_villshelter1.p3d - Not all levels have Keep Height set </model> <model = "p:\uns_village\misc\uns_villshelter2.p3d"> SW animation used for p:\uns_village\misc\uns_villshelter2.p3d - Not all levels have Keep Height set </model> <model = "p:\uns_village\misc\uns_villstorage_shelter.p3d"> Old style material flags used - 1 (with texture uns_village\t\uns_thatch1_co.paa) Warnings in p:\uns_village\misc\uns_villstorage_shelter.p3d:4 Old style material flags used - 20 (with texture <null>) Warnings in p:\uns_village\misc\uns_villstorage_shelter.p3d:geometryFire SW animation used for p:\uns_village\misc\uns_villstorage_shelter.p3d - Not all levels have Keep Height set </model> <model = "p:\uns_village\platform\uns_platform1.p3d"> Old style material flags used - 20 (with texture <null>) Warnings in p:\uns_village\platform\uns_platform1.p3d:geometryFire SW animation used for p:\uns_village\platform\uns_platform1.p3d - Not all levels have Keep Height set </model> Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 it seems they all share some common themes here: all models use the same texture and rvmat but other models using the same texture and rvmat do not have any issue all models have this error "Not all levels have Keep Height set" Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 the issue happens with in-map items as well as placed editor versions of the same items. Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 ok so i have completely replaced textures and rvmats in the model for ones i know work on another hut, made by a different author, we get the same problem. so it must be something else, like degenerated faces in the thatch model possibly? the model has some errors: non-planar faces cannot generate ST co-ordinates non-linear mapping any idea if any of these could be the cause? and how to fix them I have googled this, but cannot find any good solutions. Share this post Link to post Share on other sites
eggbeast 3684 Posted October 19, 2016 here are the models - can anyone help? i need to get cracking on the tanks soon... http://server.elite-warriors.co.uk/eggbeast/projects/uns/uns_village.rar I would greatly appreciate it. i have limited knowledge of the deeper recesses of o2 Share this post Link to post Share on other sites
eggbeast 3684 Posted October 20, 2016 right, another day on this sodding hut...gonna start by moving lod1 to an edit Share this post Link to post Share on other sites
eggbeast 3684 Posted October 20, 2016 SOLVED! pasted it all into a new model. Share this post Link to post Share on other sites
scars09 9 Posted October 20, 2016 select all, go into point properties, activate "normal" in category surface, heighterror gone (do it for all lods) select all again, again point properties, uservalue = 0 same thing in face properties, select all, uservalue=0 do that for all lods, then check degenerate faces, repair degenerate faces, select all and F5 and you should be good to go edit: bah, thats too easy to just paste in new p3d. lol Share this post Link to post Share on other sites
eggbeast 3684 Posted October 20, 2016 thanks - that will stop some rpt spam anyway - will give it a go - am very grateful for your suggestion - will def try it. Share this post Link to post Share on other sites
scars09 9 Posted October 21, 2016 took another look, lot of double faces, they most likely the reason for flickering. i actually have 90% fixed but i have to leave to visit a friend, i´ll send u pm with link to the fixed stuff later Share this post Link to post Share on other sites
eggbeast 3684 Posted October 21, 2016 wow thanks i hadn't realised you had downloaded the models - that's really kind thanks! Share this post Link to post Share on other sites
eggbeast 3684 Posted November 15, 2016 scars09 you deserve a special unsung medal mate i found this on a plant in plei trap valley yesterday interestingly if your settings are on ultra, you CTD with a memory allocation error when you move the camera near to the flashing object. this can happen even if you dont look at it. it totally explains the weird / intermittent CTD events some people have been reporting with unsung mod. your method of E / shift E and setting to Normal and User value 0 for each model has fixed it completely (for the models we know about anyway) as a result we can be much more confident using some of the older models in our maps. THANK YOU! Share this post Link to post Share on other sites