80188 - (MapView.cpp:447): [Debug] 104-Import.txt80220 - (errorHandling.h:64): [Error] There was an exception of type "SIGSEGV""Invalid storage access; most frequently caused by attempting to store some value in an object pointed to by a bad pointer. (Segment violation.)".Please excuse the inconvenience. You may want to report this error including the log to the developers.80224 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x180361 - (StackWalker.cpp:1133): [Error] 0138FA3C (noggit): (filename not available): (function-name not available)80361 - (StackWalker.cpp:1133): [Error] 0133009C (noggit): (filename not available): (function-name not available)80361 - (StackWalker.cpp:1133): [Error] 013A3978 (noggit): (filename not available): (function-name not available)80361 - (StackWalker.cpp:1133): [Error] 752A338A (kernel32): (filename not available): BaseThreadInitThunk80361 - (StackWalker.cpp:1133): [Error] 77899F72 (ntdll): (filename not available): RtlInitializeExceptionChain80361 - (StackWalker.cpp:1133): [Error] 77899F45 (ntdll): (filename not available): RtlInitializeExceptionChain
~20k polys per group, ~65k polys per model.
MirrorMachine crashes on models which polycount exceeds 65k.
Quote from: "Skarn"MirrorMachine crashes on models which polycount exceeds 65k.I'm using MirrorMachine too, maybe noggit crash ~65k, but ingame as gameobject spawn it works fine as long as I don't go above 88k total triangles. I don't have the original object files, kinda deleted them when I was done figuring out how high I could push it. lol.Like if I went too high, this would happen:No crash, it just didn't render.Here's what it looks like spawned in same place but different heights:And object with wireframe:
Hey nice spaceship and music, and how do you spawn a wmo without noggit, gm commands or you insert some SQL or??