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Vault 1080 failing to precombine geometry


SMB92

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Give me some time to inspect it here.

I have NO idea why it would crash unless the game editor is trying to load things it sees but does not know what they are, you can't have any folders other that the the games materials loaded or even seen.

 

Downloading files.

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The chairs near the window are all separate instances, and their box is much shorter than the windows. There is a reasonable gap between the wall, neither of the boxes are actually clipping. The wall is individual, and not part of a static collection.

 

It's really bizarre that it's just his one window and the rest work.

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Give me some time to inspect it here.

I have NO idea why it would crash unless the game editor is trying to load things it sees but does not know what they are, you can't have any folders other that the the games materials loaded or even seen.

 

Downloading files.

 

Thanks. As for the diner, I'm thinking of replacing the Window with a solid wall for this spot. I'm puzzled by it.

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If there are deleted ref's, that'd be on greekrages part concerning the Starlight mod. I only ran the precombination and previs correctly and tested it in game. I'll have a look at the log for that again.

 

Regarding vault 1080, I've confirmed it's got something to do with the included meshes for that mod. here is a link to that mod if you didn't already have it.

 

See, for proper generation we need the mod assets loaded into CK, or the custom models won't show up and/or precombination will get disabled. Precombining bakes them in. But this mods files are not working for it. When I read what you said about not having any other mod assets loading, I thought you considered that, so sorry my miscommunication. CK doesn't crash when generating without the assets, of course, but no point to generate because it will be broken without them..... First mod I've seen so far with this issue, I'd really like to find out what's wrong with the offending mesh, but I'm no modeler.

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