Munging Problem

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IronJaw
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Munging Problem

Post by IronJaw »

I've been Munging for the last thirty minutes on the same line: (The red line is the line that has been Munging.)
Hidden/Spoiler:
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 948 to 808
_ReduceShadowMesh: reduced edge count from 330 to 326
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 90 to 74
_ReduceShadowMesh: reduced edge count from 90 to 74
_CreateShadowMesh(lod:0): created hires shadow (315 verts 1598 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 108 to 94
_ReduceShadowMesh: reduced edge count from 174 to 114
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 258 to 226
_ReduceShadowMesh: reduced edge count from 144 to 138
_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 36 to 24
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 108 to 84
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 168 to 108
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 144 to 80
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMe_ReduceShadowMesh: reduced edge count from 1648 to 1638
rep_fly_arc170fighter_dome has 471 vertices and no collision geometry - using normal geometry
rep_fly_assault_dome has 286 vertices and no collision geometry - using normal geometry
rep_fly_cat_dome has 517 vertices and no collision geometry - using normal geometry
rep_fly_gunship_dome has 216 vertices and no collision geometry - using normal geometry
rep_fly_jedifighter_dome has 134 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 744 to 526
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 564 to 500
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 84 to 66
_ReduceShadowMesh: reduced edge count from 84 to 66
_CreateShadowMesh(lod:0): created hires shadow (343 verts 1518 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 360 to 300
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 84 to 68
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 38
_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 36 to 24
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 114 to 96
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge cou_ReduceShadowMesh: reduced edge count from 190 to 186
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 70 to 64
_ReduceShadowMesh: reduced edge count from 70 to 64
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 28 bones (max 15) into 14, 15 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 13, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 972 to 968
_CreateShadowMesh(lod:0): created hires shadow (242 verts 1424 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1392 to 1388
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
rep_inf_aaylasecura_low1 has 520 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 892
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (290 verts 1692 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_arctrooper_low1 has 773 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 13, 9 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (197 verts 1158 edges)
... Exporting hard skinned
rep_inf_clonecommander_low1 has 446 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 216 to 160
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (264 verts 1486 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 594 to 574
_ReduceShadowMesh: reduced edge count from 84 to 78
_ReduceShadowMesh: reduced edge count from 84 to 78
_ReduceShadowMesh: reduced edge count from 876 to 870
_CreateShadowMesh(lod:0): created hires shadow (371 verts 2104 edges)
So..... any thoughts?
Xavious
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Re: Munging Problem

Post by Xavious »

Some models take a long time to munge. Just give it time, and whatever you do, don't stop the munge.

Oh, and if you put the line -nocollision in a msh.option file for the model in question, your munge will be faster.
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IronJaw
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Re: Munging Problem

Post by IronJaw »

The thing is, I don't know witch model it is.... It would probably be Darth D.U.C.Ks commando. The map was specifically for trying the unit out.

Last post was a 7:32, it is now 8:43.......And it's still munging the same thing. I don't think that it's frozen so that's good.
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[RDH]Zerted
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Re: Munging Problem

Post by [RDH]Zerted »

If you think its stuck on that, open up your task manager and kill the utility tool doing that section of the munge. This isn't VisualMunge.exe, but rather some other program VisualMunge started to munge that file. When that process dies, the munge sequence will continue normally.

Then you can do a full clean and remunge. Killing the hung process is the safest way to 'stop' a long munge.
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