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CoP crash in mp_agroprom with -with_lods

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Hi. I'm not sure if this has already been reported (I see a mp decompilation problem that might be related), but...

Using
converter.exe -fs "fsconverter_cop.ltx" -level cop:mp_agroprom -out mp_agroprom -mode maya -with_lods
crashes when converting mp_agroprom. The output is
level name: mp_agroprom
loading level.ltx
loading level.geom
loading level
...visuals
...shaders/textures
...sectors
...portals
...lights
...glows
loading level.cform
loading level.hom
loading level.details
...texture
loading level.game
loading level.spawn
bad section reference '' at prefetch_mp.ltx:129
ignoring trailing garbage at m_dog.ltx:402
ignoring trailing garbage at m_pseudodog.ltx:323
ignoring trailing garbage at m_poltergeist.ltx:352
ignoring trailing garbage at w_sig550_up.ltx:183
ignoring trailing garbage at w_vintorez_up.ltx:100
loading level.ps_static
loading level.env_mod
loading level.fog_vol
loading build.lights
loading level_lods.dds
loading level_lods_nm.dds
loading meshes\brkbl#0.ogf
loading meshes\brkbl#1.ogf
loading meshes\brkbl#2.ogf
loading meshes\brkbl#3.ogf
loading meshes\brkbl#4.ogf
loading meshes\brkbl#5.ogf
loading meshes\brkbl#6.ogf
loading meshes\brkbl#7.ogf
loading meshes\brkbl#8.ogf
loading meshes\brkbl#9.ogf
loading gamemtl.xr
scene name: mp_agroprom
substituting shaders/textures
re-indexing shaders/textures
calculating subdivisions
calculating external meshes
collecting subdivisions
collecting external meshes
splitting level_lods.dds/level_lods_nm.dds
compacting 472907 verts, 383583 faces
got 218715 points, 46310 normals, 90408 uvs in 0.229s
cleaning geometry
removed 0 duplicate faces in 0.035s
removed 46263 back faces in 0.094s
cleaning cform
mapping 112897 CFORM verts to 218715 visual
got 107880 matches
matching edges/faces
propagating game materials
restoring fake colliders
separating terrain
separating continuous texture-joined meshes
building edge-connected submeshes
immediate fake/MU joins: 30
submeshes (MU): 164
submeshes (fake): 387
submeshes (regular): 4401
reordering faces
accounting submeshes
creating collision models (MU)
creating collision models (fake)
merging fake/MU submeshes
non-fake (residue) submeshes: 0
cross-merging fake submeshes
assigning contact groups (fake)
total groups (fake): 11
creating collision models (regular)
merging submeshes (regular)
contacts (with redundancy): 9998
assigning contact groups (regular)
total groups (regular): 1599
building regular models
materials\fake -> prop\prop_fake_kollision, def_shaders\def_vertex, def_shaders\def_kolizion
materials\fake -> prop\prop_fake_kollision, def_shaders\def_vertex, def_shaders\def_kolizion
materials\bush_sux -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flora_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flora_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flora_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\tree_trunk -> trees\trees_bark_a_01, def_shaders\def_trans, flora\flora_collision
materials\bush -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
materials\bush_sux -> trees\trees_fuflo, def_shaders\def_trans, flora\flora_collision
skipping mesh 9
It works fine without -with_lods. I'm using the Feb 22 2012 version - is there a later binary?

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