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Old 04-10-06, 01:56 AM   #211
UBOAT234
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Hi.
this message appear when you run Pack3d?

STOP 0x000000EA THREAD_STUCK_IN_DEVICE_DRIVER

If this appear is another problem, is not Java.
However I have installed the last version of Java, in order to try I have installed it in two PC, and Pack3d work.
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Old 04-10-06, 05:55 AM   #212
ADukes
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Yes right after exiting Pack3d the system freezes and one or two minutes later I get the blue screen.
The same thing happens if I visit a website which uses Java like Pack3d and even if I uninstall Java.

Without Java installed or accessed everything was/is okay, so it must be something between Java and the video driver.
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Old 04-10-06, 10:31 AM   #213
UBOAT234
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Hmmm...

I think...

Is possible a virus action!

Go here and click to: Online Scanner
http://www.bitdefender.com/it/

BEST REGARDS
UBOAT234
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Old 04-20-06, 10:49 AM   #214
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Iam recieving this error, when importing my model(.obj) to the dat file:

java.lang.NumberFormatExecption: Value out of range. ´Value: "32768" Radix: 10

Is there any filesize restriction for the model?

A few days before the import works without any error, but the filesize of the obj file was smaller.

Please help, I want to finish my ship.
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Old 04-20-06, 10:59 AM   #215
Cdre Gibs
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IIRC there is a limit to what the game can handle as far as polys of a model are as well as Pack3D's ability to pack it.

As always "Less is more" when it comes to doing any model for a game. By that I mean the less complex your model is (polys) the more models that can be rendered at 1 time in game with minumal impact on game performance. Now I can only take a wild guess here that atm your poly count is rather high, if so try to use optermization or multires to reduce the poly count and try again to pack it. Remember not every detail on a model needs to be done via the actual model, let a good skin take care of as much as possible to help reduce the poly count.
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Old 04-20-06, 11:15 AM   #216
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My model isn't overpolyed. Filesize of the obj is 3,1 MB(15000 polys).
Yesterday the import works with obj filesize of 2,8 MB. A few minutes ago, I removed all superstructural parts(polycount now: 9500 / filesize 2,2 MB) The error is nearly the same: java.lang.NumberFormatExecption: Value out of range. ´Value: "33008" Radix: 10
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Old 04-20-06, 11:27 AM   #217
Warhunter
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hm, wierd...
Now I tried to import only the hull of the ship(1100 polys), and same error.
When I try to import a yesterday's version it works(19000polys [including turrets, cranes, radar, funnel, masts for testing]).
maybe just a error of my 3d software, I will try another obj export operation.
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Old 04-20-06, 11:38 AM   #218
ref
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Quote:
Originally Posted by Warhunter
hm, wierd...
Now I tried to import only the hull of the ship(1100 polys), and same error.
When I try to import a yesterday's version it works(19000polys [including turrets, cranes, radar, funnel, masts for testing]).
maybe just a error of my 3d software, I will try another obj export operation.
Try opening the obj file with a text editor and search for the wrong number to check if it's a value in one of the vertex or faces.

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Old 04-20-06, 12:48 PM   #219
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thx, for the info. I will test it.

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Old 04-20-06, 01:41 PM   #220
Props
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I got the same message while trying to import a 3D model I tried to create with AC3D (I´m really a noob with all this). However by good old try-and-error testing I found out, that it was due to an "open" model with one or more missing sides.

To give you an example (not sure if it would happen, just for better understanding as I´m not good with explanations):
If I create an normal cube with six sides and want to import it, I have no problems, but if I´m deleting one of the sides in AC3D, creating an "open" cube, every time I try to import it, I get the error message. Above all this happened after I altered the hull of my ship more than once, accidentally deleting or moving a single surface, so the model became "open".
Note: Bodies with overlapping(?) surfaces don`t need to be "closed", as long as their "open" sides are within the body of another part/body (for example the superstructure and the hull of a ship).

Maybe you had the same problem and that is why it worked with your complete model (including turrets, cranes, ...), but not with your current model?

(All of this just in case it is easier to find problems with 3D programms rather than by text editors (lika I said, I´m a complete noob...)

But beside this:
Great looking model!!! I hope you can finish it soon!

Edit: The same error seems to appear if two (parallel oriented) surfaces are too close to each other.
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Old 04-25-06, 06:31 AM   #221
andrSub
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I have found one blip in the camera during gameplay.
When I switch to the ship camera, (not free camera) The point from which the camera rotates is on the stern! :hmm:

Which happens for every ship, including the sub while submerged.
When I rotate it, it stops when It touches the side of the sub. But I can still pass beneath and above it though.

And more oddly, it doesn't happen all the time! It randomly happens for a seesion of the game.
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Old 06-14-06, 08:06 PM   #222
kiwi_2005
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Wow this is great! Another reason why i should try mod my own skins etc.,

Downloading!
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Old 06-26-06, 07:32 AM   #223
CB..
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i have been trying to assertain wether my modelling program can export correctly for use by Pack 3d it's an old copy of Cinema 4D

(conning towers are the thing i would like to model..)

it imports/exports the obj file with no problems and Pack 3D accepts the importing of the modded obj file with no errors---but when i go into the game there is obviously something wrong--



this is with a modified
Turm2D_2_conning ext_high

imported with out errors back into the conning tower dat

strangely the same thing exactly happens if i just export then import the stock section of the file back into the dat..

this stuff can be tricky --am i missing a step?

i notice the name for the section is

Turm2D_2_conning ext_high

this has a space between conning and ext is this the issue?

upside down and invisible

EDIT--

yikes....doesn't matter what i do edit or change ---if i so much as touch even the entrys in the non 3d sections or the cfg etc---the above screen shot is what i get as a result--

now i'm puzzled--
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Last edited by CB..; 06-26-06 at 08:38 AM.
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Old 06-26-06, 12:59 PM   #224
CB..
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i found one of the older versions of the program (thanks guys!!!) linked in the thread and version one works!!

i can't seem to get any luck at all editing the external conning tower model file (allways comes out invisible and usually again upside down lol) but the internal one seems to take the editing fine--

so i've done a bit of very tentative "vertex pushing" to the type IID2 conning tower to see if i could (for a laugh) come up with some thing vaguely British--havent added anything just moved the vertexs to reshape the odd part or two--quite difficult to work with--dont want to add a new part as the grouping of everything at the end to export might blow the gaff but will try it later on

anyhuw thuoght i'd up date my post with a bit of good news and a small screenie---nice one sensai



wish i could do the same with the external conning model file tho--that one would be a pices of cake--
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the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

W.B.Yeats
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Old 06-26-06, 03:00 PM   #225
CB..
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:hmm: getting better---lost the dang texture some how but hopefully will figure that out as i go along--




if i can get to grips with it might be worth the effort of making a full on british conning tower mod---(not so worried about the hull)
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the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

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