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Messiah

flashpoint crash?

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created a new addon with a main LOD, geo and memory - stuck it ingame and worked fine.

created some LOD's and it gets ingame (press preview) and it crashes - it happened before on the same model but i had put it down to a crap proxy and deleted the LOD rather than fix it.

there's nothing expecially different with the LOD's - no compound animations, no model errors, no proxy out of line etc.

Anyone got a list of possibilities? It basically gets to the 'get ready' screen and then the windows error reporting box comes up. Its strange as the addon worked prior to the LOD's being added, and all thats happened is some simplification (obviously)

banghead.gif

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hmmm... now after i delete the LOD's, flashpoint still crashes - its that old bugger of a problem that is:

flashpoint works... untill you physically 'see' the object - i.e. you can go ingame, spin around and at the point where the vehicle would be drawn, it crashes... banghead.gif

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server only - as my bulldozer doesnt load incorrect sized textures so its not that...

think its a bad model somewhere - just need to remember that was added

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You tried just deleting and re-installing o2 Dan?  Also if needed send the files over to me and i will see if i can load it up.

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neah, not an O2 problem - just something with the model - requires deleting of objects and testing each time if i recall correctly confused_o.gif

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last time I had this problem I just made a new config and it worked

dont know if it will work for you confused_o.gif

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Have you run a copy of this project through Binarize yet?

It will normally find and list any faults/problems with the model.

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OK I got the exact same problem with the cargo view of an APC. As soon as I switch to cargo view I get a CTD ingame. I ran it through binarize and didn't came up with any problems. Does anyone know a way to fix this?

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I've had exactly the same symptoms with an addon of mine.

My addon worked fine before, but after some modifications in O2, OFP crashed to desktop whenever I switched views from the initial inside view to the outside view. I found out that I had deleted parts of the model mesh in LOD 0, (and what I think is important) >>which were part of natively game engine treated "Named Selections"<< (in my case levy/pravy predni); these parts of the mesh would work ingame just by their sheer presence. This deletion resulted in orphaned named selection entries in LOD 0 (containing no vertices) which might have led to the CTDs.

In order to not have to go through the entire list of named selections and check whether it contains vertices or not, I created an empty view LOD ("999" for example), Strg+A-copied the entire mesh from the crappy LOD 0 and pasted it into LOD 999. This step eliminates the orphaned named selections effectively, as copying is performed on vertex basis and named selections are only properties of the respective (existing! ) vertices. I then deleted the old crappy LOD 0 and renamed LOD 999, which contained the cleaned model, to LOD 0 again.

Hope this will work with your models too!

If not, you might repeat this procedure for every LOD in the p3d file, including geometry and memory LODs too.

(edit: linguistic cosmetics)

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It works again! firefoxlover.gif

Weird error though. Never seen anything like this....

BTW: Beedee, any chance of getting my hands on your Mirage F1 sometime soon? wink_o.gif

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hey guys, yeah i solved it the same way beedee said - it was caused by having named selections (which were also quoted in the config) that didnt exist model wise that caused the crash

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