munge takes very long

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Anakin
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munge takes very long

Post by Anakin »

Hi,

i wonder why my munge process for the republic sides take so long. is there maybe a way to fasten it??

Here is the output of the Visual Munge, where it takes minutes to continue:
Hidden/Spoiler:
[code]Common\munge PC
Copying premunged files from MUNGED...
0 Datei(en) kopiert
Copying premunged files from MUNGED\PC...
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Merging ..\..\Common\Localize\PC\English.cfg...
Merging ..\..\Common\Localize\PC\French.cfg...
Merging ..\..\Common\Localize\PC\german.cfg...
Merging ..\..\Common\Localize\PC\Italian.cfg...
Merging ..\..\Common\Localize\PC\japanese.cfg...
Merging ..\..\Common\Localize\PC\spanish.cfg...
Merging ..\..\Common\Localize\PC\uk_english.cfg...
Merging ..\..\Common\Localize\Comments.cfg...
Merging ..\..\Common\Localize\english.cfg...
Merging ..\..\Common\Localize\french.cfg...
Merging ..\..\Common\Localize\german.cfg...
Merging ..\..\Common\Localize\italian.cfg...
Merging ..\..\Common\Localize\japanese.cfg...
Merging ..\..\Common\Localize\spanish.cfg...
Merging ..\..\Common\Localize\uk_english.cfg...

Munging Comments.cfg
Munging English.cfg
Munging French.cfg
Munging german.cfg
Munging Italian.cfg
Munging japanese.cfg
Munging spanish.cfg
Munging uk_english.cfg

C:\BF2_ModTools\data_BSM\_BUILD\Common>levelpack -inputfile core.req -writefiles MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_BSM\_BUILD\PC_MungeLog.txt"
Munging core.req
1 Datei(en) verschoben.

C:\BF2_ModTools\data_BSM\_BUILD\Common>levelpack -inputfile common.req -writefiles MUNGED\PC\common.files -common MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_BSM\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_BSM\_BUILD\Common>levelpack -inputfile ingame.req -writefiles MUNGED\PC\ingame.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_BSM\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_BSM\_BUILD\Common>levelpack -inputfile inshell.req -writefiles MUNGED\PC\inshell.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_BSM\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_BSM\_BUILD\Common>levelpack -inputfile MISSION\*.req -common MUNGED\PC\core.files MUNGED\PC\common.files MUNGED\PC\ingame.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir MUNGED\PC 2>>"C:\BF2_ModTools\data_BSM\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.

C:\BF2_ModTools\data_BSM\_BUILD\Common>levelpack -inputfile MISSION.req -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_BSM\_BUILD\PC_MungeLog.txt"
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Sides\munge PC
munge_side Common PC
0 Datei(en) kopiert
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_side republic PC
1 Datei(en) kopiert
Munging cloth_commander_kama.odf
Munging cloth_sharpshooter_kama.odf
Munging republic_inf_default.odf
Munging republic_inf_engineer.odf
Munging republic_inf_heavytrooper.odf
Munging republic_inf_jettrooper.odf
Munging republic_inf_officer.odf
Munging republic_inf_rifleman.odf
Munging republic_inf_sniper.odf
Munging rep_weap_inf_chaingun.odf
Munging rep_weap_inf_chaingun_ord.odf
Munging rep_weap_inf_fusioncutter.odf
Munging rep_weap_inf_pistol.odf
Munging rep_weap_inf_pistol_ord.odf
Munging rep_weap_inf_rifle.odf
Munging rep_weap_inf_rifle_ord.odf
Munging rep_weap_inf_rocket_launcher.odf
Munging rep_weap_inf_rocket_launcher_exp.odf
Munging rep_weap_inf_rocket_launcher_ord.odf
Munging rep_weap_inf_shotgun.odf
Munging rep_weap_inf_shotgun_ord.odf
Munging rep_weap_inf_sniper_rifle.odf
Munging rep_weap_inf_sniper_rifle_ord.odf
Done
Munging rep_sfx_jetpack.fx
1 Datei(en) verschoben.
1 Datei(en) verschoben.
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 7, 13 (0 overlap)
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 7, 12 (0 overlap)
_ReduceShadowMesh: reduced edge count from 504 to 500
_ReduceShadowMesh: reduced edge count from 618 to 616
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 30 to 28
_ReduceShadowMesh: reduced edge count from 36 to 34
_ReduceShadowMesh: reduced edge count from 30 to 26
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 78 to 72
_ReduceShadowMesh: reduced edge count from 144 to 120
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 510 to 506
_CreateShadowMesh(lod:0): created hires shadow (892 verts 4736 edges)
_ReduceShadowMesh: reduced edge count from 3462 to 3460
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 7, 14 (0 overlap)
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 7, 13 (0 overlap)
_ReduceShadowMesh: reduced edge count from 168 to 166
_ReduceShadowMesh: reduced edge count from 648 to 646
_ReduceShadowMesh: reduced edge count from 30 to 28
_ReduceShadowMesh: reduced edge count from 30 to 26
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 144 to 132
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 414 to 412
_CreateShadowMesh(lod:0): created hires shadow (798 verts 4296 edges)
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 7, 13 (0 overlap)
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 7, 12 (0 overlap)
_ReduceShadowMesh: reduced edge count from 516 to 512
_ReduceShadowMesh: reduced edge count from 588 to 586
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 30 to 28
_ReduceShadowMesh: reduced edge count from 36 to 34
_ReduceShadowMesh: reduced edge count from 30 to 26
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 78 to 76
_ReduceShadowMesh: reduced edge count from 144 to 132
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 300 to 298
_CreateShadowMesh(lod:0): created hires shadow (900 verts 4790 edges)
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 228 to 226
_ReduceShadowMesh: reduced edge count from 228 to 226
_ReduceShadowMesh: reduced edge count from 30 to 26
_ReduceShadowMesh: reduced edge count from 132 to 130
_ReduceShadowMesh: reduced edge count from 60 to 52
_ReduceShadowMesh: reduced edge count from 48 to 44
_CreateShadowMesh(lod:0): created hires shadow (671 verts 3788 edges)
_ReduceShadowMesh: reduced vertex count from 179 to 177 (coincident)
_ReduceShadowMesh: reduced edge count from 1010 to 1008
... Exporting soft skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 7, 13 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 8, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 522 to 520
_ReduceShadowMesh: reduced edge count from 588 to 584
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 30 to 28
_ReduceShadowMesh: reduced edge count from 84 to 78
_ReduceShadowMesh: reduced edge count from 36 to 34
_ReduceShadowMesh: reduced edge count from 30 to 26
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 144 to 132
_ReduceShadowMesh: reduced edge count from 36 to 24
_CreateShadowMesh(lod:0): created hires shadow (899 verts 4746 edges)
[/code]
Is there a way to figure out what msh takes so long and to fix that??
thelegend
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Re: munge takes very long

Post by thelegend »

I had this problem too. I simply fixed it by adding -nocollision into my unit's msh.option (when munging a unit mesh). When munging a prop, make sure you use simple collision meshes. Also make sure sv_ meshes are not too high poly.
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Anakin
Master of the Force
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Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: munge takes very long

Post by Anakin »

all unit's mesh have this -nocollision line.
thelegend
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Re: munge takes very long

Post by thelegend »

Do the lowrez meshes have these too? And weapons too as well?
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Anakin
Master of the Force
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Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: munge takes very long

Post by Anakin »

yes and i'm sure it's something about the shadow
Samee3
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Re: munge takes very long

Post by Samee3 »

The problem is that your models are too high-res. If you look at the mungelog for the stock models, you will notice that

Code: Select all

_CreateShadowMesh(lod:0): created hires shadow () 
returns an average edge count of about 1000, and an average vertex count of about 250, while your models return edge counts of 4000 - 5000, and vertex counts of 700 - 1000.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: munge takes very long

Post by Anakin »

So my shadow volume is too detailed??
Samee3
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Projects :: BF2 Refresh Mod
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Re: munge takes very long

Post by Samee3 »

The ShadowVolume or the Model itself.
The most obvious solution is to try to minimize the detail of both, but I have a different idea:
Use a Lowrez model for testing purposes, and only use the detailed model for screenshots and releases.
Hope this helps,
Sam
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