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#1 |
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Import ASE crashes UnrealEd
When i import some meshes it says Building Collision Trees then Unreal Ed crashes. The mesh is relativly low poly . I get the error message below
any ideas? I know the error starts with 'Ran out of virtual memory..' but i have imported larger meshes with no problems. I think its to do with the collision building. Is there any way to turn this off? regards bruno --------- No Label OS: Windows XP 5.1 (Build: 2600) CPU: GenuineIntel Unknown processor @ 2998 MHz with 1023MB RAM Video: ATI MOBILITY RADEON 9600 Series (6375) Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk. History: FMallocWindows::Malloc <- FMallocWindows::Realloc <- 3E7A0000 320735100 FArray <- FArray::Realloc <- 11454825*28 <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- BuildCollisionBsp <- UStaticMesh: uild <- UStaticMeshFactory::FactoryCreateText <- UFactory::StaticImportObject <- UEditorEngine::Exec_StaticMesh <- UEditorEngine::Exec <- (STATICMESH IMPORT FILE="C:\3dsmax7\meshes\S_SpruceTallN2.ASE" NAME="S_SpruceTa).. <- UUnrealEdEngine::Exec <- WDlgImportStaticMesh::ImportFile <- WDlgImportStaticMesh::OnOk <- WButton::InterceptControlCommand <- WWindow::WndProc <- WWindow::StaticProc <- WWindow::WndProc <- WWindow::StaticProc <- WDialog: oModal <- WDlgImportStaticMesh: oModal <- WBrowserStaticMesh::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WBrowserMaster::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
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#2 |
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answered my own post...
well the answer seems to be the jamlander plugin for max available here: http://www.fireproofgravy.co.uk/inde...l&sid=42dc9ce5 you can set the exporter to stop collisions which i believe was causing my error. Then you can eitehr use enable material collision in the static mesh browser or use a simple collsision cylinder in the mesh properties |
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#3 | |
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Quote:
But for a folied tree you will really want to remove all collision and put a Hitscan blocking volume around the middle of it.
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