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Munge Error

Posted: Wed Aug 22, 2007 9:11 am
by Master Fionwë
I hex-edited the acklay model to use a different texture, and changed and added a ll the necessary things to get it to appear inagme, and when I munged, this was the munge log.
WARNING[PC_modelmunge msh\geo_inf_acklay_2.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\geo_inf_acklay_2.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\geo_inf_acklay_2.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
ERROR[PC_modelmunge msh\geo_inf_acklay_2.msh]:_CreateShadowMesh(bone:DummyRoot,lod:0): edges to close (81) not predicted correctly
ERROR[PC_modelmunge msh\geo_inf_acklay_2.msh]:_ReduceShadowMesh: edge->twin->next does not share vertex!
ERROR[PC_modelmunge msh\geo_inf_acklay_2.msh]:_ReduceShadowMesh: edge->twin->next does not share vertex!
ERROR[levelpack req\geo_inf_acklay_2.req]:Expecting bracket, but none was found.
File : munged\pc\geo_inf_acklay_2.model.req(1)...

ucft <--
ERROR[levelpack req\geo_inf_acklay_2.req]:Expecting bracket, but none was found.
File : munged\pc\geo_inf_acklay_2.model.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack geo.req]:Expecting bracket, but none was found.
File : munged\pc\geo_inf_acklay_2.lvl.req(1)...

ucft <--
ERROR[levelpack geo.req]:Expecting bracket, but none was found.
File : munged\pc\geo_inf_acklay_2.lvl.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
While munging hte new model, a message popped up that said pc_munge has encountered an error and needs to close, it then forced the munge to finish. Could someone please help me with this?

RE: Munge Error

Posted: Wed Aug 22, 2007 9:21 am
by Commander_Cody771
When you where hex editing, did your letters overlap the default letters? Concerning the munge thing, you may have to do what mod you just did over again. :(

Posted: Wed Aug 22, 2007 12:07 pm
by Maveritchell
The easy solution is just to recopy the acklay files back into your side and edit the original texture instead of hexediting a new one in. That is, assuming you aren't using two different versions of the acklay.

Even if you are, you still need to recopy the .msh back into your side, and re-hex-edit the texture in. This time, to prevent mistakes, change it from geo_inf_acklay (not sure what the actual name is) to 1eo_inf_acklay, or something. Changing only 1 letter cuts down on possible mistakes, for obvious reasons.