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Import ASE crashes UnrealEd

Discussion in 'Level Design, Skinning and Modelling' started by brunomartelli, Aug 21, 2005.

  1. brunomartelli

    brunomartelli New Member

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    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::Build <- 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::DoModal <- WDlgImportStaticMesh::DoModal <- WBrowserStaticMesh::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WBrowserMaster::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
     
  2. brunomartelli

    brunomartelli New Member

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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/index.php?item=jl_tutorial&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
     
  3. Kantham

    Kantham Fool.

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    Or just go in the stastic meshe browser and set "simple line colision=True" and set all the other kind of colisions to "False"

    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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