Objects munge error
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Noobasaurus
- Droid Pilot Assassin

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Objects munge error
In my map (which is very close to done) I can never spawn. I once was able to, but then the objects stopped munging. I ran the debug SWBF2 and about a billion errors were there, mostly about raising the memory pool:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1590
Anyone know how to help?
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1590
Anyone know how to help?
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THEWULFMAN
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Re: Objects munge error
clean, remunge, test.
didnt work?
maual clean, remunge, test.
didnt work?
post error log anyway.
didnt work?
maual clean, remunge, test.
didnt work?
post error log anyway.
- DarthD.U.C.K.
- Master of the Force

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Re: Objects munge error
the error youve posted doesnt crash a map, it just tellys that battlefront has to handle more particles than expected.
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Noobasaurus
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Re: Objects munge error
If this is the error, then how might one fix it?
P.S. I have also done the things mentioned by THEWULFMAN, but they never worked.
Edit: Is the error log the thing that comes up after the munge or the thing that appears after you run SWBF2 debug version?
P.S. I have also done the things mentioned by THEWULFMAN, but they never worked.
Edit: Is the error log the thing that comes up after the munge or the thing that appears after you run SWBF2 debug version?
- DarthD.U.C.K.
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Re: Objects munge error
the errorlog is the the debuglog or the bfront2log, the thing that comes up after the munge is the mungelog.
anyway, you could try to put "SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1600) in your lua and see that happens mut it may not work because not all of these pools are suported in the lua. that doesnt really matterthough because battlefront raises them automatically as the log said. its not a real "error" that notifies you that something went completely wrong, its more just a message that tells you what is going on.
anyway, you could try to put "SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1600) in your lua and see that happens mut it may not work because not all of these pools are suported in the lua. that doesnt really matterthough because battlefront raises them automatically as the log said. its not a real "error" that notifies you that something went completely wrong, its more just a message that tells you what is going on.
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Noobasaurus
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Re: Objects munge error
I tried that, but it did not work. Any other suggestions for this problem?
- DarthD.U.C.K.
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Re: Objects munge error
just ignore it
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Noobasaurus
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Re: Objects munge error
I might as well delete that map and start over if you're suggesting to ignore it. Oh well, better luck next time.DarthD.U.C.K. wrote:just ignore it
- DarthD.U.C.K.
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Re: Objects munge error
why? the error youve posted doesnt harm anything, its just telling you that battlefront is doing something and that is nothing bad.
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Noobasaurus
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Re: Objects munge error
My objects have disappeared. If this is not the error, than what might be? A munging script file that is not munging correctly or something?DarthD.U.C.K. wrote:why? the error youve posted doesnt harm anything, its just telling you that battlefront is doing something and that is nothing bad.
- DarthD.U.C.K.
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Re: Objects munge error
can you post your whole bfront2log please?
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Noobasaurus
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Re: Objects munge error
If you say so. Here it is:
Originally was going to be posted here, but it was too long so I uploaded it. Tell me if there's anything bad about it.
Hidden/Spoiler:
- Anakin
- Master of the Force

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Re: Objects munge error
would be better if you start with one change ->test
if it works fine next change -> test. you changed much right?
Hidden/Spoiler:
- DarthD.U.C.K.
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Re: Objects munge error
an exquisite selection of the very finest errors in your log:
Hidden/Spoiler:
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Noobasaurus
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Re: Objects munge error
Do I have to download mshviewer or is it already there? I searched and no luck.Anakin wrote:that's really much. have you tried to open your msh in mshViewer?? how i noticed there was one error with a msh file.
would be better if you start with one change ->test
if it works fine next change -> test. you changed much right?
Hidden/Spoiler:
How might I be able to solve these..."level chunk" errors?DarthD.U.C.K. wrote:an exquisite selection of the very finest errors in your log:Hidden/Spoiler:
Last edited by Noobasaurus on Fri Dec 03, 2010 7:26 pm, edited 1 time in total.
- acryptozoo
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Re: Objects munge error
im having the same problems ... you can try a manual clean that may workNoobasaurus wrote:Do I have to download mshviewer or is it already there? I searched and no luck.Anakin wrote:that's really much. have you tried to open your msh in mshViewer?? how i noticed there was one error with a msh file.
would be better if you start with one change ->test
if it works fine next change -> test. you changed much right?
Hidden/Spoiler:
How might I be able o solve these..."level chunk" errors?DarthD.U.C.K. wrote:an exquisite selection of the very finest errors in your log:Hidden/Spoiler:
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Noobasaurus
- Droid Pilot Assassin

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Re: Objects munge error
Hey, I did a manual clean and guess what?
Thats my whole BFlog! Now does anyone know how I can fix the #3's please?
Hidden/Spoiler:
Thats my whole BFlog! Now does anyone know how I can fix the #3's please?
- DarthD.U.C.K.
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Re: Objects munge error
copy the common folder from assets\sids to your maps sidefolder and munge it
