Models Crash in ZeroEditor [Solved]

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

Models Crash in ZeroEditor [Solved]

Post by MissingTexture »

Hey GT,

I was placing an ODF into my map and I got this error message:
Hidden/Spoiler:
Image
The model itself is only 1803 Polygons, so I don't know why this is happening. If anybody knows as to why this issue is happening, I'd very much appreciate it if anybody told me how to fix this!

Thanks in advance!
Hidden/Spoiler:
PS: Yes, I am working on a Jakku map :)
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Models Crash in ZeroEditor

Post by Teancum »

Post your .odf file.
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

Re: Models Crash in ZeroEditor

Post by MissingTexture »

Here's the contents of the ODF:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "jak_prop_bazaar.msh"



[Properties]

GeometryName = "jak_prop_bazaar"
Here's the actual ODF file:
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Models Crash in ZeroEditor

Post by Teancum »

Nothing weird there. Is it high poly? I feel like I saw a mesh like this being asked for on FacePunch, but I don't know if that was you, nor where it was ripped from. Doubt polygons would be an issue, just spitballing.
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

Re: Models Crash in ZeroEditor

Post by MissingTexture »

The model was originally 6000+ but I decided to split it up into 4 different parts (main structure, roof base, roof tiles etc.) and after I tried exporting it as separate msh files, and made ODFs, it would STILL crash.

It most likely was me, my picture and username for these types of forums are the same on each so I would be recognizable to other users haha

Edit:
If you'd like to test out the ODF in a map to see if you have the issue as well, I could send you the file
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Models Crash in ZeroEditor

Post by JimmyAngler »

Try a different model with the same odf. If that works, maybe it's one of the tga's. Did you check the model before export?
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Models Crash in ZeroEditor

Post by thelegend »

There are only two reasons why loading a mesh crashes ZeroEditor:
As JimmyAngler mentioned it could be the file size of your .tga or..

One of your models have 5 or more Vertexes than allowed. The only allowed numbers are three (Triangels) and 4 (Sqaures). 5<x are not allowed and will crash both ZeroEditor and MshViewer. It should also crash pc_ModelMunge. It happened to me when I made models with more than 4 Vertex Points a Face/Polygon.
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

Re: Models Crash in ZeroEditor

Post by MissingTexture »

Figured it out, the TGA was FAR TOO BIG. It was a 2048 pixels, shrunk it down to 512 and it worked great!

Thanks to the lot of you for the assist
Last edited by MissingTexture on Mon Jan 25, 2016 12:58 pm, edited 2 times in total.
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Models Crash in ZeroEditor

Post by thelegend »

512x512 works good. But If it was 2048 then you can also use 1024. The difference would just be the resolution, which sometimes matters more (In my opinion).
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

Re: Models Crash in ZeroEditor

Post by MissingTexture »

Yeah, I used 1024 to have a little bit more detail to the model.

Almost forgot to ask this, how do I know if I exceed the vertex limit? How would I check that?
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Models Crash in ZeroEditor

Post by thelegend »

From the docs:
art_guide.doc wrote: Props - 0 - 500 polys
Buildings - 200 - 3000 polys (the higher end of this spectrum represents large buildings with large interiors)
Vehicles - 1500 - 2000 polys
Characters - 1500 - 2000 polys
But if you are not going to add Characters and Vehicles as static props into your map then they can have 8 times more than actually allowed. For example: The SWBF3 Assets were way too high-polyed. I reduced them down as good as possible and they were still "larger" than allowed (Regarding to the Poly Count). In-game they worked fine. But when I placed them in Zero Editor then it crashed. So..Large poly vehicles should better be spawned through a vehicle spawn than "as msh directly". The same for Characters. Props and Buildings must be placed in ZE so..there's no real way out. The only way would be to edit the .wld or .lyr file and add high poly models through file editing. But ZE will crash when you attempt to load your map.
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

Re: Models Crash in ZeroEditor

Post by MissingTexture »

Hmm, interesting. Thanks, thelegend

Appreciate the help!
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Models Crash in ZeroEditor [Solved]

Post by Marth8880 »

FYI: In a prop's ODF, the GeometryName line under the [GameObjectClass] header specifies the .msh file that is displayed in Zero Editor only. What this means is that you can have a lower-poly version of the mesh to display in ZE, and have the higher-poly version be shown in-game.

Example of what this might look like:

Code: Select all

[GameObjectClass]		
ClassLabel		=	"prop"
GeometryName	=	"editor_eur_combat_zone.msh" // this line specifies the Zero Editor mesh

[Properties]		
GeometryName	=	"eur_combat_zone" // this lines specifies the mesh shown in-game

FoleyFXGroup    = "metal_foley"
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Models Crash in ZeroEditor [Solved]

Post by thelegend »

Marth8880 wrote:FYI: In a prop's ODF, the GeometryName line under the [GameObjectClass] header specifies the .msh file that is displayed in Zero Editor only. What this means is that you can have a lower-poly version of the mesh to display in ZE, and have the higher-poly version be shown in-game.

Example of what this might look like:

Code: Select all

[GameObjectClass]		
ClassLabel		=	"prop"
GeometryName	=	"editor_eur_combat_zone.msh" // this line specifies the Zero Editor mesh

[Properties]		
GeometryName	=	"eur_combat_zone" // this lines specifies the mesh shown in-game

FoleyFXGroup    = "metal_foley"

So with this method it is be possible to have textures loaded which are in 4K without causing ZeroEditor to crash?
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Models Crash in ZeroEditor [Solved]

Post by Marth8880 »

thelegend wrote:So with this method it is be possible to have textures loaded which are in 4K without causing ZeroEditor to crash?
Yep! Just use lower-res versions of the textures in the editor mesh.
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Models Crash in ZeroEditor [Solved]

Post by thelegend »

Marth8880 wrote:Yep! Just use lower-res versions of the textures in the editor mesh.
Thanks. I am gonna keep this in mind for new props.
Post Reply