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Jackal326

Degenerate Traingles Error

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Having concluded the work on the PSG-1 model as part of one of my weapon packs, I wanted to review the model and check it for any bugs before I went on to coded it. Anyway, I attempted to load the modle in O2, only to have Buldozer/ArmA crash on me. I checked the arma.rpt file and found the following entry:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Warnings in d:\sjb_rcir_wpns\sjb_psg1_proxy.p3d:0.35

Warning: d:\sjb_rcir_wpns\sjb_psg1_proxy.p3d: Degenerated triangle found on source triangles (34,34,36)

Warning: d:\sjb_rcir_wpns\sjb_psg1_proxy.p3d: Degenerated triangle found on source triangles (27,36,36)

Warning: d:\sjb_rcir_wpns\sjb_psg1_proxy.p3d: Degenerated triangle found on source triangles (34,29,34)

Warning: d:\sjb_rcir_wpns\sjb_psg1_proxy.p3d: Degenerated triangle found on source triangles (429,431,429)

Warning: d:\sjb_rcir_wpns\sjb_psg1_proxy.p3d: Degenerated triangle found on source triangles (422,431,431)

Warning: d:\sjb_rcir_wpns\sjb_psg1_proxy.p3d: Degenerated triangle found on source triangles (429,429,424)

While I realise the error points to there being some kind of problem with four faces, dodgy triangles with only two points (somehow), I am not 100% sure thats the case. Moreover, I've not been able to find these faces by painstakingly going through the entire model looking for the faces that use the points indicated. Are my asusmptions wrongg, and has anyone else been able to fix this problem?

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To see if there are any hidden faces over others is just basically using the "merge near" tool. Set that to 0.001 or something so it really only takes the points that are right on top of each other.

See if that works. smile_o.gif

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Degenerated triangle found on source triangles (34,34,36)

Never, seen that warning before (as opposed to an error - but i'd still hunt them down and kill them too)...

You say you tried finding the problem poly's/munted poly's...

the 3 values at the end... Most likely I'd think they are the vertices index's, they usually are...

So, have you tried... while in the lod, do a ctrl-a (select all), ctrl-shift-h (unhide), shift-e (point properties).

In the dialog left-click (highlight) for example vertices 34 & 36. Click the create selection button.

Zoom in to where these points are located and examine them.

If you lose resolution while zooming in when in persp. view, swap to one of the planar views and turn off 'lock camera rotation' (you probably already know this...).

Decide what to do from there...

you probably all this already...

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Thanks for the replies guys. Merging nearest points didn't work, nor did deleting the indicated vertices (34, 36 etc.) I am truly stumped, as even deleting the vertices from all lods still gives me errors and crashes Buldozer.

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Hm are you sure you deleted the vertices? Afaik (mobile HD is broke atm so can access my o2) i thought you can't select vertices via the shift+E or was it ctrl+E, only faces. I could be wrong though.

You might want to check the option, 'isolated vertices' or something like that (out of my head now). But i don't see why isolated vertices are the problem.

I think it are tri-faces that have two vertices in common so it is a 'fake' face. You might to hunt those.

Can't remember if there is a certain options that can search those, 'Check faces' maybe.

If wanted i can have a look, but will first need to move my HD into new mobile case or put it in my computer.

EDIT: Merging won't help you afaik as it will only connect them, the 'fake' face will still be present.

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Thanks for the replies guys. Merging nearest points didn't work, nor did deleting the indicated vertices (34, 36 etc.) I am truly stumped, as even deleting the vertices from all lods still gives me errors and crashes Buldozer.

oh dear, hmmm...

are you trying to display this model in Buldozer just as itself? Or, are you trying to display a character unit that uses this model as a 'proxy'?

Or, does this model have any proxy's present in the Lod you are trying to preview.

If, so, perhaps double check that the verts. that make up the proxy triangle's are not being used by other triangles that form part of the model's topology.

'Proxy triangles' should be free-range, there verts. should not be shared with other poly's.

S'all I can think of atm...

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No proxys are present, its just a PSG1 weapon model. Its strange because before I moved computers (from XP onto a fresh install of Vista), the model worked fine as far as I can remember. The only thing "Check faces" discovered was some 'non-linear mapped' faces, that even when I remove/fix them it still crashes Buldozer.

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you've tried sending to one of your mates to see if they can preview in Buldozer?

you've tried bypassing Previewing all together and just binarizing it and trying it in game?

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Maybe an other silly question, but have you tried any other models (like a BIS sample model) just to be sure that it isn't your new install?

Meaning, ArmA 1.14 needs the latest O2 installation otherwise bulldozer crashes...

Never know.

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@Synide: Sending it to someone else is my next step, see if its just me that it screws over or if it is actually something with the model. Not sure whats gone wrong with it as it hasn't been changed prior to me installing Vista etc. and no other models have been affected by the change in OS. Binarizing the model crashes Binarize and completely destroys the packing process, whether its this error or something else within the model, but if I pack it with other models they Binarize fine - it only crashes when it gets to the PSG1 model.

@Dasquade: Yes I have tried other models, and they all appear to be fine (no crashes anyway, still getting ST errors but those I know can be fixed).

EDIT: After discussing the problem with Dasquade over MSN and bouncing possible ideas around (and after sending Dasquade the model), we discovered that if we removed all lods apart from the 1st resolution lod (0.350) and all of the named properties (autocenter etc) the model appears to work in Buldozer without crashing. I'm now in the process of re-making the lower reoslution lods and the shadow lod, but for now it would appear the error has been solved. That said, the route cause was not found, but can be sourced to one (or a combination of) the following: the pilot lod, the memory lod or one of the other resolution lods.

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Case closed more or less indeed smile_o.gif. But still lots of unanswered questions right. What strikes me the most is that the memory lod crashed aswell...and where the shadowlod works. Very strange and odd confused_o.gif .

Anyway, good luck.

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I ran into another strange problem (buldozer displayed nothing at all... like the whole thing would be transparent).

I exported the model to .3ds and re-imported it using Anim8tor to add the 3ds kdata. Result solved the problem.

Today, I discovered that a simple export as "BI studio txt" an re-import using the release candidate version of O2 solved it as well (without loosing any info about sections and texture).

May be this helps you, too. At least it takes just a couple of minutes to try out.

BR,

mike

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