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View Full Version : Fucking EXCEPTION halts.



FRain
July 15th, 2009, 01:41 PM
EXCEPTION halt in .\import_collision_bsp\build_collision_geometry.c, #979: bsp3d plane_test_point <plane, point0, NULL>==bsp3dplane_test_ON

Wat.

This is what happens when I build my BSP. I can't really tell what it's trying to say, other than a point on a plane is null in the collision geometry.

Obviously, I don't think that's it.

I've never seen that, I've searched around and can't find anything that comes up with that.

FRain
July 21st, 2009, 02:54 AM
Help? I portaled the map and it's still giving me the shits.

Roostervier
July 21st, 2009, 03:05 AM
Is your map extremely large?

FRain
July 21st, 2009, 03:08 AM
Yes, you drop in using HEV pods (SP) and I didn't want you to see the edge of the map. I made the map somewhat smaller, but that didnt work

E: Also, the bsp is 15k polies. (1st outdoor section, indoor section, second outdoor section)

Kornman00
July 21st, 2009, 06:17 AM
Your problem just gave me an idea for providing some more details when there is an exception during bsp import. Hopefully I can get it into OS in time.

But yeah...it should be a standard to split your level's bsp into multiple bsps when its laid out like that (so you'll end up with three)

FRain
July 21st, 2009, 01:28 PM
See, I don't think that will help because the other three sections within the first section's skybox. That's why I merged them.

Kornman00
July 21st, 2009, 01:45 PM
What does the skybox have to do with anything? You'd just be breaking down how much actual geometry there is to process and create statical data representations of, which could be the reason for your error (read: you're going over the set engine limit).

FRain
July 21st, 2009, 01:46 PM
Ah, okay. I thought 50k was the set engine limit, not 15. My mistake.

there was no sarcasm in that post, but when i read it it sounded like it