Crash

GTA:V Modding with ZModeler3 discussion.

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Crash

Postby obomert » Thu Mar 16, 2017 6:12 am

Hi! Game crash when i spawn my car with ERR_STR_FAILURE_3 error. What could be the problem?
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Re: Crash

Postby Oleg » Thu Mar 16, 2017 6:45 am

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Re: Crash

Postby obomert » Thu Mar 16, 2017 10:19 pm

I tried to set 255 Base value, but it doesn't help. And I have a question: restriction on one piece of model is 50000 vertices or 50000 polygons?
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Re: Crash

Postby Oleg » Sat Mar 18, 2017 12:57 pm

you should not exceed 64k vertices on one object in ZModeler. You should not exceed 64K vertices in total on all parts related to any single material (overal vertices limit is higher, when per-material usage is kept below 64K). If the second limitation is your case, create a copy of hardly-used material and assign this copy onto half of polygons that use original material.

game crash can have various reasons, model size + base value is the most common cause, but not the only. In particular, FAILURE_3 is more likely to messed hierarchy (missing original parts/collisions that game expected to find in your model, but failed to find them).
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Re: Crash

Postby obomert » Sun Mar 19, 2017 12:04 am

Thank you, Oleg. Problem was solved by reducing overall vertices count below 550k
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Re: Crash

Postby Oleg » Sun Mar 19, 2017 1:55 am

550k? ohh.. certainly a bad idea to put such a poly monster into open-world game. significant performance penalty is quite near when using several heavy mods with such a hi-poly meshes.
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Re: Crash

Postby obomert » Sun Mar 19, 2017 2:18 am

I don't know why there is so many vertices when i have only 280k polygons
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Re: Crash

Postby obomert » Sun Mar 19, 2017 4:56 am

I figured out that when i import .obj file all vertices are unwelded. How can it be?
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Re: Crash

Postby Oleg » Sun Mar 19, 2017 9:50 am

toggle "optimize vertices" option in import window. Same applies to DAE files. This is an issue of OBJ/DAE files created by 3dsMax, they all have unwelded vertices for some reason.
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Re: Crash

Postby obomert » Mon Mar 20, 2017 12:04 am

Thank you!
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