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Game Crash on Weekly Tourney Map?
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Rick



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PostPosted: Thu May 03, 2012 12:43 am Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

If you move the trucks Jimbo may not be a problem now I have not hunting a run them I stop hunting over there after it crash


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LRHUNTER



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PostPosted: Thu May 03, 2012 7:23 am Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

Thanks everyone for their input, I'm glad I wasn't the only one with this problem. I'll try the suggestions when I hunt tonight. No worries.

Special thanks to Jimbo for a great map despite the problem.  

I already have some nice deer to submit and now that I know the problem, I'll be fine.  
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Jimbo1952



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PostPosted: Thu May 03, 2012 9:36 am Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

Am at a loss, hunted the map all morning on my little e machine and no crash. Have you looked at the game log to see if it has the error in it? Probably a good idea for Ray NOT to use any of my recent maps for competition as I have been using them to showcase new models I have made. And since I haven't been making models for very long they may still have some bugs in them. Or maybe I just overloaded the map with them.
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kentmaple



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PostPosted: Thu May 03, 2012 10:31 am Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

Jimbo,
How much glossiness do you put on the logging trucks textures before you export the model?  Just curious.  A high Glossiness/Specular combo on a model can cause problems in play after exporting from 3dmax.  

The highest glossiness I use is 30 on a texture with a highly reflective surface (like shiny metal).  For most textures, I change the Glossiness to 0 (default is 10, I think).  I don't even mess with the Specular level because although it looks like it would be cool while in 3dmax, its hardly noticeable in the game after exporting it to .j3d format (except on eyes, which a high specular level will make them appear almost white in the game).

I just mention this because the game can usually handle one highly reflective model but you get two or more in the gamescreen at one time it can cause the game to crash.   The map I mentioned earlier still causes my game to crash ( I have a 2 gig ATI Radeon now and got it set for high performance) in certain spots because of a lot of reflective acorns under the trees.  

Players can usually get around this though by simply clicking off Reflections in the video settings (this also turns off waterstream reflections too unfortunately) but the map should be playable.

The shadow problem can be got around by doing what Lucky did and turning the settings to low.  A lot of linked custom objects (especially large models) together in one spot -each casting their own shadow- can cause the game to crash too.  

I know I'm kind of beating a dead horse here, but the game usually crashes from these two reasons- Reflections and dynamic Shadows.  If you are having a problem playing a map try clicking off Reflections or turning the Shadow quality to Low.  Or both.


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Jimbo1952



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PostPosted: Thu May 03, 2012 3:51 pm Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

Kent,
Like I said I am pretty new to model making so what I have been doing for colors on certain things is using bit map colors. Like i'll go into paint and use a 256X256 and fill it with red and save it as red.jpg and then open it in the material editor as bit map. no reflection or any thing fancy. and when I export to j3d I don't even add castshadows=true;. I think I might have overloaded the map with too many models in close proximity to each other and If I remember correctly world gap is only 300. In the future I won't put all my new models into 1 map. LOL
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n2spaze1
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PostPosted: Thu May 03, 2012 5:15 pm Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

map works fine for me. try un checking compress texures.
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kentmaple



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PostPosted: Thu May 03, 2012 11:50 pm Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

Jimbo1952 @ Thu May 03, 2012 3:51 pm wrote:
Kent,
Like I said I am pretty new to model making so what I have been doing for colors on certain things is using bit map colors. Like i'll go into paint and use a 256X256 and fill it with red and save it as red.jpg and then open it in the material editor as bit map. no reflection or any thing fancy. and when I export to j3d I don't even add castshadows=true;. I think I might have overloaded the map with too many models in close proximity to each other and If I remember correctly world gap is only 300. In the future I won't put all my new models into 1 map. LOL


lol. well,for being new to model making your coming out with some pretty good ones.  You're right ,I think the map crash is probably due to a little overload. Especially if the models are in  linked mode and high poly count.  Wouldn't be a problem with shadows since you're not adding dynamic shadows to the objects.  Reflection still could be a problem since the default glossiness is 10 in 3dmax(which causes a little reflection) if there are a ton of models in your view at one time but its seems doubtful.  I'm assuming the logging truck is a pretty high poly model and thats whats causing problems . Your right, just a case of overload Smile

Just as a side note, you can help reduce poly count in 3dmax.  Before you export your model, you can use  Optimize (it'll be an option under one of the  buttons on the far left of your 3dmax screen -I think its the Tools button or maybe its called Modify not 100% sure.  But its in that same toolbar on the left where you can create geometric shapes) in 3dmax to reduce poly count.  I would check Auto Edge if you do (it'll  help keep the outer edges on your model) .  You can then change the percentage of optimization up, but keep an eye on your perspective view pane to make sure your model isn't being distorted.  This is a good way to make high poly models more gameworthy.    Anyway, keep up the good work.  Converting models is never easy (at least for me)  even when its seems like its going to be simple  . People who have never done it, cant really appreciate how complicated it can be.  Just getting the model the right height for game use can be time consuming.


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kentmaple



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PostPosted: Fri May 04, 2012 4:25 am Post subject: Re: Game Crash on Weekly Tourney Map? Reply with quote

EDIT of my last post:

Jim,

The toolbar for optimization is found on the far RIGHT of the 3dmax program screen not the far left.  I'd be much more useful if I could keep the lefty/righty stuff straight.  Hope the info will be of some use to you.


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