Game Development Community

Max crashing

by Yuko Cunningham · in Artist Corner · 01/30/2006 (10:48 am) · 7 replies

My max keeps crashing when I export my flying model. It still is able to create a dts, but it's quite annoying to have to restart max each time. I merged my file into a new file, but it still crashes. Does anyone have any idea why that is?

#1
01/30/2006 (10:51 am)
What does the log file say?
#2
01/30/2006 (10:53 am)
The log file is so long, but I don't see anything that's out of the ordinary. The only thing I did notice was that it was cropping of the name of my object bead, so I changed the names to be more unique. Is there anything I should be looking for in my file?
#3
01/30/2006 (10:54 am)
This is something that is different from what I'm used to seeing:

Adding sequence 8 named "up_sm_lg"
One-shot sequence. Blend sequence. Enabled animation: T , Forced animation: , Default priority = 0.
Duration = 0.16667, secPerFrame = 0.08333, # frames = 3
Sequence includes 11 nodes, 0 objects, 0 decals, and 0 ifl materials
8 rotations, 11 translations, 0 scales
#4
01/30/2006 (11:49 am)
What does the last portion of it say right before the crash?
#5
01/30/2006 (11:52 am)
This is the last portion of the dump file:

Optimizing mesh "pred_" detail level 2.
2112 verts before joining verts
999 verts after joining verts
704 faces before stripping
Using quick and dirty stripping method.
273 strips with average length 4.78 (range 3 to 75) and 55 reversals
Results in 1099 cache misses

Optimizing mesh "rt_lg_" detail level 2.
216 verts before joining verts
50 verts after joining verts
72 faces before stripping
Using quick and dirty stripping method.
4 strips with average length 23.75 (range 12 to 57) and 15 reversals
Results in 50 cache misses

Optimizing mesh "rotor_" detail level 2.
2292 verts before joining verts
493 verts after joining verts
764 faces before stripping
Using quick and
#6
01/30/2006 (12:27 pm)
I figured it out. I guess the exporter didn't like the parent child combination I was using because once I deleted it, it stopped crashing.

Thanks for your input Neil. I appreciate it.
#7
02/15/2006 (2:55 am)
(google translator)

Hello, I had problem as, for me it was because of the LOD as I placed on the "multires", finally if my memories are good:)

Once the "LOD" placed on the mesh of origin, it's good.

After I do not know if it is the good technique.