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What does this tool error mean?

Posted: Mon Jun 28, 2004 3:14 pm
by =SM=Caboose
When I run tool to to make my .jms into a .scenario i get this..

Building Intermediate geomotry...
EAX: 0xFFFFFFFE
EBX: 0X00212501
ECX: 0x0012F2D0
EDX: 0x00000000
EDI: 0x0012F2D0
ESI: 0x00000000
EBP: 0x0012F5D0
ESP: 0x0012F19C
EIP: 0x7FFE0304, C3 9C 81 OC ?????
00000001 ?????
EXCEPTION halt in .\intermediate_geomotry.c,#444: triangle->material_index>=0 && triangel->material_index<old_material_count

Does any one know what this means or how to fix it?

I had successfully compiled an earlyer version of this map, but after adding a simple base I get this. And when I import the .wrl into gmax it has about 960 face/edge errors, and none of them are around the base i added. Any help appreciated.

Posted: Tue Jun 29, 2004 7:39 am
by LiN
That's nasty :S

Check your material ID's. Make sure there are no redundant materials etc... and you have applied them all correctly with UVW maps.

Run STL check on your base. select the base, go to modifiers, add STL-Check. check all the boxes and hit 'check'. Note STL check will flag a whole load of open edges that Tool wont see, so ignore these. What you are looking for are double faces, spikes etc...

Unhook your base from the frame and reexport. Compile & see if you get the errors. You should get a few open edges at the hole in the ground where the base is.

If this is the case, the error is definately the base, and failing all else, pull it apart and re-build :S

Good luck;)

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Image

Posted: Tue Jun 29, 2004 1:04 pm
by philipks
im sure its a materials problem and has nothing to do with your new base. check to see if the 960 face/edge problems have a texture in common. i had a similar thing happen to a peice of scenery when i attached a new piece to it and it messed up my material count, cleaning up the texture settings fixed it. hopefully you wont have any retexturing to do. but if you must change all of one texture to a new one try the "select by id" near the bottom of the face edit rollout, with this you can selct every poly which has a certain texture and then reassign that texture en mass.