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Assertion Error during vertex merge on mesh

by Martin "Founder" Hoover · in Artist Corner · 04/21/2002 (3:41 pm) · 4 replies

sigh.
I ran into this one on a specific object. It was a bent, 6 sided cylinder that I did a boolean on to cut off the ends for a tight fit. I then deleted the faces on the end caps.(couldn't see them, no need for them to exist) I applied a uvw map(cydrilical I think).

The dmp file doesn't state anything specifically about the problem, In fact it seems to generate all 5 detail levels and move on to adding the default nodes. But it does record splitting faces due to cropping.

I tried replacing the deleted faces, to no avail. There are no extra vertices either. Is there something dealing with cyndrilical shapes that I am missing?

#1
04/21/2002 (6:12 pm)
You need to go into more detail about what you were doing in order to get this error I have seen this error before, and often it happens when there are two vertices that are very close to each other.

Check you mesh to see if there are any vertices that are in close proximity. You state that you used a boolean operation. This leads me to believe that there may be some extra vertices that were created when you did the boolean operation.
#2
04/21/2002 (8:46 pm)
Considering the very small scale that (T2) uses what is close? I have vertices in other objects that are closer, and don't trigger the error. After the boolean I cleaned up all the resulting extranious vertices. Its a six sided cylider with 5 segments (plus ending vertices) totaling 36 vertices, which is what the object actually has.

Apparently it has to do with the multires levels. I removed them from the shape(so no LOD's for it) and it exported fine. It runs into trouble when the vertices are merged during the auto detailing and it starts splitting faces. Allthough the dump file says it splits the faces even when the multires information is removed from the properties, it just doesn't error out.
#3
04/21/2002 (10:37 pm)
Yes, it is the multires detail levels that would give you the error.

An alternate solution would be to create the detail levels manually. You won't get the vertex merging, but for something that low poly, it should not matter all that much (results would probably be better)
#4
04/22/2002 (2:58 pm)
Ahh, I had not considered manually making the detail levels, I tend toward the lazy side. But it should certainly be easy enough.

BTW, on behalf of myself and those who won't bother to do so, I would like to express my appreciation for all the work you put into the exporter documentation. It sure makes it easier to create a useable model, thank you.