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eggbeast

old models flicker and CTD - any ideas?

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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};
	};
};

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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

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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.

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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.

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i fixed the old style material flags issue
that 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 stages
so that's one thing done

 

i also opened each texture, smdi and nohq in latest texviewer and re-saved them

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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>

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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"

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the issue happens with in-map items as well as placed editor versions of the same items.

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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

1_zpsndmnujyc.jpg

 

cannot generate ST co-ordinates

3_zpssqqq0ovn.jpg

 

non-linear mapping

2_zpsuxsf1wpv.jpg

 

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.

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right, another day on this sodding hut...gonna start by moving lod1 to an edit

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SOLVED!

pasted it all into a new model.

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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

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thanks - that will stop some rpt spam anyway - will give it a go - am very grateful for your suggestion - will def try it.

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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

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wow thanks i hadn't realised you had downloaded the models - that's really kind thanks!

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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!

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