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  1. #1
    MSgt. Shooter Person
    Join Date
    Dec 2001
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    Default An interesting problem.

    Well, after importing probably a thousand meshes into UnrealEd, I've finally hit a brick wall.

    For some reason, when importing this certain mesh, I can import it successfully, but for some reason it turns a 1.2 megabyte .ase file into a huge 56-70 megabyte .usx file, (when saved alone with no other meshes in the package). I have tried importing it as a .lwo with the same result. Polycount on the mesh is 2500 (while I have easily imported meshes with 6,000/10,000+ polygons without this problem), with a similar vertice count. However, I believe the issue lies in when it does its BSP collision tree. When importing it ranges anywhere from 20 seconds to a minute and a half of just working out the collision tree, where as in other models it does it nearly instantly.

    I have tried both importing karma primitives, (MCDX) and not importing them, and it doesn't seem to significantly affect it either way. Was wondering if anyone else has come across this problem, or perhaps one of the devs know's where I am going wrong.

    Thanks.
    Last edited by legacy-Ghost Enigma; 01-24-2004 at 12:07 AM.

  2. #2
    MSgt. Shooter Person
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    Dec 2001
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    Default

    No thoughts?

  3. #3
    MSgt. Shooter Person
    Join Date
    Mar 2003
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    146

    Default

    Have you tried exporting it and the re-importing it into your modelling package? Collapsing it etc? Sometimes silly things like this work.

    Rich

  4. #4
    MSgt. Shooter Person
    Join Date
    Apr 2003
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    Default

    1.28mb .ASE file? :O

    Why not disable the collision and build your own simplier collission brush to use for it?

  5. #5
    MSgt. Shooter Person
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    Dec 2001
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    Default

    1.28mb .ASE file? :O
    Not really terribly large actually. As I posted before, it is a 2000 polygon static mesh, but it is the 50-70 meg .usx file that boggles my mind.

    Why not disable the collision and build your own simplier collission brush to use for it?
    I have, same problem. And the collision hull I have made is exceptionally simple, and similar to one I would build in the editor, so I see no need to use a tool not exceptionally well adapted to my purposes over a tool that is.

    Have you tried exporting it and the re-importing it into your modelling package? Collapsing it etc? Sometimes silly things like this work.
    Several times. Exported it into different modeling packages, imported it as both a .lwo and a .ase, tried both collapsed and uncollapsed version no luck. It appears to be something that is off with the model, but I have been hard pressed to figure out what exactly it is.

  6. #6
    MSgt. Shooter Person
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    Apr 2003
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    Default

    I guess you're right about 1.2mb not being that large for an ase file. I was thinknig more of my low poly mesh's, however I do have some with face counts as high as yours that are up over a meg. But yeah, the bloated .usx file reaks of file corruption. Might be a farshot, but have you tried a disk check? If you're using WinXP run a chkdsk /f and reboot.

  7. #7
    MSgt. Shooter Person
    Join Date
    Dec 2001
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    Default

    Originally posted by AkumuX
    I guess you're right about 1.2mb not being that large for an ase file. I was thinknig more of my low poly mesh's, however I do have some with face counts as high as yours that are up over a meg. But yeah, the bloated .usx file reaks of file corruption. Might be a farshot, but have you tried a disk check? If you're using WinXP run a chkdsk /f and reboot.
    Hmmm, maybe, but I doubt it. I have tried importing it in several times, and always with the same end result. I am feeling more and more strongly that there is something off when it builds the BSP collision tree. I just don't understand what it could be, (for that matter I don't exactly know what happens when it BUILDS the BSP collision tree).

  8. #8

    Default

    Best bet would be to cut your losses and build it again from scratch. But however you built it last time, DON'T do that again.

  9. #9
    Iron Guard
    Join Date
    Dec 2003
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    634

    Default

    is your polycount from the 3d modeling prog (i assume it's Max) or from the UEd browser window?

    i've had .ase & .lwo imports that have 900 tri's in MilkShape import with 2800+ tri's in UEd, and could not figure why. i then welded all the vertices in MilkShape & it solved the prob.

    not sure it's the same issue, but since it sounds similar...

  10. #10
    MSgt. Shooter Person
    Join Date
    Apr 2003
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    Default

    Ahhh, isolated vertices... Thos pesky things can be a real bother. If you're using Max, apply a STL Check to your mesh before importing. It can tell you where there are holes in your geometry and how many of them there are.

    Also there is a difference between face and triangle count. If you're mesh is in editable poly form, the face count is not the same as true triangles. Convert to an editable mesh (an STL check will do this automatically) and then do a face count. You could have 2600 faces in editable poly mode, and truly have over 5000 triangles.

  11. #11
    MSgt. Shooter Person
    Join Date
    Dec 2001
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    Default

    Unfortunately I have tried all of the above. I am thinking I will have to go Angel Mappers route, or perhaps break it up into pieces and try importing them each in to isolate the problem.

    Anyways, thanks guys, and I don't wish this problem on anyone.


 

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