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Author Topic: Custom WMO crash  (Read 2191 times)

Ohai

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Custom WMO crash
« on: March 17, 2015, 05:51:16 pm »
I tried on version CI81 and 1.4 its giving me the same error

Quote
80188 - (MapView.cpp:447): [Debug] 104-Import.txt
80220 - (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) 0x100-0x1
80361 - (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): BaseThreadInitThunk
80361 - (StackWalker.cpp:1133): [Error] 77899F72 (ntdll): (filename not available): RtlInitializeExceptionChain
80361 - (StackWalker.cpp:1133): [Error] 77899F45 (ntdll): (filename not available): RtlInitializeExceptionChain

Is the wmo to big or something else? And is there any other tool for placing WMOs ingame beside noggit?
« Last Edit: March 17, 2015, 05:53:58 pm by Admin »

Skarn

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Re: Custom WMO crash
« Reply #1 on: March 17, 2015, 05:53:39 pm »
You provide us no information. The part of the log you posted means nothing. Does your model work in game/wmv and crashes only in Noggit? Check if you're not exceeding the limits which are ~20k polys per group, ~65k polys per model.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ohai

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Re: Custom WMO crash
« Reply #2 on: March 17, 2015, 06:09:44 pm »
Its the part from wich the error occured but anyway here you go whole log http://pastebin.com/uhFPgDb0

And it opened it in WMOeditor and MDLVIS, and I cant see it ingame bcause I cant put it inside the game? And where do I check this
Quote
~20k polys per group, ~65k polys per model.
and sorry what you mean model 20k per group 65 model? By model u mean main object.wmo(65k max) and group objectXXX.wmo(20k max)?:P


EDIT: hmm now it pasted it, for no appernet resaon, I just opened noggit 1.4 and imported from txt file ?? I didnt do anything in the meanwhile :?:  :?:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: Custom WMO crash
« Reply #3 on: March 17, 2015, 08:03:05 pm »
By limits per group I mean limit per mesh (object) in the 3d editor you use. 65k is the limit for an entire model including groups.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ohai

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Re: Custom WMO crash
« Reply #4 on: March 17, 2015, 08:27:45 pm »
Is this ok, I was just redoing grizzlemaw and this is even half way done i was just trying to test it



And its really weird it just imported it once, now it doesnt want to import it again, I dont understand this  :?  :|
Yea I read some other thread someone else restarted thier computer then it worked, same here now I restarted it and it imported.. dunno
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ohai

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Re: Custom WMO crash
« Reply #5 on: March 17, 2015, 11:04:27 pm »
And the two times I managed to get it into a patch my character couldn't see the object, when he would turn to view the wmo I get insta crash, hmm I'm guessing I made a flawed wmo gonna try to tweak that :b
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Skarn

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Re: Custom WMO crash
« Reply #6 on: March 18, 2015, 01:40:44 pm »
Subdivide it into two different objects. As I said ~20k triangles is the limit per group. Your model seem to have only one group or to be badly subdivided, like 5k and 30k which is not gonna work.
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PhilipTNG

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Re: Custom WMO crash
« Reply #7 on: March 18, 2015, 05:12:52 pm »
it's about 90k triangles per model, but yeah ~20k triangles per group. Here it's 10 separate wmo's spawned in the same place, 5 groups per wmo,

[media:277yzl3e]https://www.youtube.com/watch?v=6CRgfjmDLew[/media:277yzl3e]
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: Custom WMO crash
« Reply #8 on: March 18, 2015, 05:23:14 pm »
MirrorMachine crashes on models which polycount exceeds 65k.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PhilipTNG

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Re: Custom WMO crash
« Reply #9 on: March 18, 2015, 06:03:05 pm »
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:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ohai

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Re: Custom WMO crash
« Reply #10 on: March 18, 2015, 06:56:58 pm »
Quote from: "PhilipTNG"
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??
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PhilipTNG

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Re: Custom WMO crash
« Reply #11 on: March 18, 2015, 07:33:23 pm »
Quote from: "Ohai"
Hey nice spaceship and music, and how do you spawn a wmo without noggit, gm commands or you insert some SQL or??

I put the wmo into the GameObjectDisplayInfo.dbc naturally and put it into both my Core's DBC folder and my Patch's DBFilesClient folder.  Then made an entry in the SQL World DB's `gameobject_template` table with the wmo display id and some name to help me remember what it was and an ID like 140500 and set the type to 11, regular m2 objects use 6 usually.

restarted core, client, went ingame and on Trinity Core I did the command
.gobject add 140500

Unlike M2's you can't scale the WMO in either noggit or the database(it may be possible through some custom core scripting but by default you can't.) So your size will be dependent on your 3D Data before you put it through the WMO Generator you used.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: Custom WMO crash
« Reply #12 on: March 19, 2015, 12:36:43 pm »
WMOs as gameobjects is an extremely unfavorable deed, try to keep gameobjects as minimal as possible. Too many cause massive lags.
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Ohai

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Re: Custom WMO crash
« Reply #13 on: March 26, 2015, 04:52:10 am »
Thanks for the help guys, yeah seems the problem was the wmo I was rushing wanted to see it ingame made some halfass wmo lol:p now its working but I still get a crash here and there I think its the ADTs

Is there any way to use the hole tool and not get the whole map/area machine gunned with holes everywhere? I was just testing it right now to see if its possible to get just 1 hole, Ive put the mouse on a chunk ctrl + LBM once, and there were holes elswhere??
« Last Edit: January 01, 1970, 01:00:00 am by Admin »