object has too many faces more than 64k to export как исправить

Object has too many faces more than 64k to export как исправить

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да чё вы паретесь, есть спец. программы которыми можно спокойно перегонять из одного формата в другой, к тому же ещё и просматривать попутно. Например deepexploration или okinipolytrans.

Object (obj_03) has too many faces (more than 64K) to export

Такое предупреждение у меня появлялось тоько в восьмом мксе при експорте. Жми OK и всё должно конвертиться, у меня по крайней мере всё получалось

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object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

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object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

Мужики помогите пожалуйста, хочу занавеску(Евермоушинскую) экспотнуть в 3 ds но получаю это.

Object (obj_03) has too many faces (more than 64K) to export

Как избежать этого? может политранс поможет?

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object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправитьobject has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

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object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

А что это?
Ссылочной не поделитесь, откуда качнуть DeepExploration
желательно с методоном.
Спасибо!! пока по форуму поищу эту DeepExploration.

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‘data’ is not an exported object from ‘namespace:my_package’

I’m writing a function that uses an external data as follow:

First, it checks if the data is on the data / folder, if it is not, it creates the data / folder and then downloads the file from github;

If the data is already on the data/ folder, it reads it, and perform the calculations.

The question is, when I run:

9 Answers 9

It could not be the same in every case, but I’ve solved the problem by removing the data.R file on R/ folder.

data.R is a file describing all data presented in the package. I had it since the previous version of my code, that had the data built in, not remote (to be downloaded). Removing the file solved my problem.

No need to remove data.R in /R folder, you just need to decorate the documentation around the NULL keyword as follow:

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

This being said, you might want to consider using tempdir() to save those files in the temp folder of your session instead.

When I was stumped by the error

I spent a few hours trying to fix this. Finally got it to work.

In general, it seems the same error message is caused by several things. Anything the checker doesn’t like related to data files, it will issue the same error. Hard to debug under those circumstances.

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

I will add another trap. Working in RStudio I have assigned a string to MyString and saved in the data folder of my package project:

I had the same error and I would be able to overcome the error as follows.

The data file located at: data/df.RData
The R documentation file located at: R/df.R

Then after running the RCMD check I get the same error as df is not an exported object from namespace «package name».

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Discussion Forum

Discussion Closed This discussion was created more than 6 months ago and has been closed. To start a new discussion with a link back to this one, click here.

Meshing Error

Posted 18 июл. 2012 г., 02:01 GMT+3 MEMS & Nanotechnology, MEMS & Nanotechnology, Geometry, Mesh 6 Replies

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I am new to COMSOL and am trying to model an electrostatically actuated cantilever where the beam is thicker near the tip than at the anchor. When I try to build the swept mesh, I get an error that says «Unsupported topology of domain: domain must be bounded by one connected face component only». What does this error mean? What is the best way to get around it?

I attached my model file where block 1 and 2 form the beam, block 3 is a grounded terminal, and block 4 is the surrounding air.

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first of all you can always use the default mesh that will work.
For sweep mesh you have some limitations, you cannot sweep over topology changes, what you can do is

Then you need to «convert» all external meshed boundaries of your blocks 2,3,4,5 to tri with a «convert» and add a final Free thet mesh for domain 1

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Thanks Ivar. I removed the union and switched to the default mesh (I used the physics defined mesh option).

I next wanted to sweep the voltage on the beam from 1 to 5V and added that to the study. When I ran the simulation, I got the following error:

Failed to find a solution for the initial parameter.
In segregated group 3:
Very ill-conditioned preconditioner.
The relative residual is more than 1000 times larger than the relative tolerance.
Returned solution is not converged.

I’m not quite sure what this means or where to go from here.

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1st you should patch your v4.3, check on the main website
You must check your model, several nodes are not defined, or do not have logical (in my sense) settings. This could come from the fact that when you removed the union, it changed the topology, therefore you must recheck your entity definitions. This is particularly important if you have not defined Selection sets from your different domain and BC lists

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I am simulating a electromechanics model with a beam covered by an air domain. I want to define the mesh by myself and I meet the same problem as presented one in this post.

I follow your steps :

first of all you can always use the default mesh that will work.
For sweep mesh you have some limitations, you cannot sweep over topology changes, what you can do is

Then you need to «convert» all external meshed boundaries of your blocks 2,3,4,5 to tri with a «convert» and add a final Free thet mesh for domain 1

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if you want to Sweep mesh through a set of domains, you need to add internal boundaries to make the geometry look like a cubic drawing. In your case it’s rather simple, on Block4 add two Layers (only to the LEFT) of respectively 8 and then 12 um, this cut the last block in plane with the internal items. In this way you can mesh the full cut surface (chose at 8 um from the left inside the block, and then sweep out

That should make the trick.
With sweep mesh the initial surface you have meshed need to be swept WITHOUT change all through the domain.
I’m using triangular mesh, it’s simpler and faster, if you want Quads you must work a bit more in manually defining the distributions along the edges

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«Code too large» compilation error in Java

Is there any maximum size for code in Java? I wrote a function with more than 10,000 lines. Actually, each line assigns a value to an array variable.

And while compiling, I get this error: code too large

How do I overcome this?

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

14 Answers 14

A single method in a Java class may be at most 64KB of bytecode.

But you should clean this up!

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object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

There is a 64K byte-code size limit on a method

The value of the code_length item gives the number of bytes in the code array for this method.

The value of code_length must be greater than zero (as the code array must not be empty) and less than 65536.

code_length defines the size of the code[] attribute which contains the actual bytecode of a method:

The code array gives the actual bytes of Java Virtual Machine code that implement the method.

This seems a bit like madness. Can you not initialize the array by reading the values from a text file, or some other data source?

This error sometimes occur due to too large code in a single function. To solve that error, split that function in multiple functions, like

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

Try to refactor your code. There is limit on the size of method in Java.

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

As mentioned in other answers there is a 64KB of bytecode limit for a method (at least in Sun’s java compiler)

Alternatively you could load the items from a static resource if they are fixed like from a properties file

I have run into this problem myself. The solution that worked for me was to refactor and shrink the method to more manageable pieces. Like you, I am dealing with a nearly 10K line method. However, with the use of static variables as well as smaller modular functions, the problem was resolved.

Seems there would be a better workaround, but using Java 8, there is none.

You can add another method to create space for your code for additional data space, you might have a method that is taking a large amount of data space. Try dividing your methods because I had the same issue and and fix it by creating another an additional method for the same data in my java Android code, The issue was gone after I did that.

I came to this question because I was trying to solve a similar problem. I wanted to hard code a graph that had 1600 elements into a 2D integer array for performance reasons. I was solving a problem on a leetcode style website and loading the graph data from a file was not an option. The entire graph exceeded the 64K maximum so I could not do a single static run of assignments. I split the assignments across several static methods each below the limit and then called each method one by one.

As there is a size limit for methods and you don’t want to redesign your code as this moment, may be you can split the array into 4-5 parts and then put them into different methods. At the time of reading the array, call all the methods in a series. You may maintain a counter as well to know how many indexes you have parsed.

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

this is due to all code in single methods solution :create more some small methods then this error will be gone

ok maybe this answer is too late but I think this way is better than another way so

for example, we have 1000 rows data in code

for better performance put an «if» in your codes

I hope this code helps you

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

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Common Half-Life mapping problems & compile errors

This page lists the main problems mappers might come across and the main errors they might experience when using these tools. A more complete list of errors is available on the internet here, here, and another one here, although it does not cover features (particularly raised limits) of the newer tools.

Plane with no normal

This error is always caused by vertex manipulation. A plane is defined by 3 unique coordinates. If any of the three coordinates are the same, then you don’t really have a plane (its either a line or a point). There is no way to fix this error other than to delete the brush and recreate it completely.

This is most commonly caused by dragging a vertex ontop of another to destroy it for several vertexes of the same face. The resulting brush can even look correct, but the side which you have destroyed can still have a point or two defined for it. The proper way to remove a face is to use a clipper. If the object is simple (say converting a square to a wedge), then dragging an edge via the yellow control points to merge multiple vertexes at once will probably be safe.

Brush with coplanar faces

This is always caused by vertex manipulation. Say you have a five sided object like the following diagram:

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Moving the top point down to make the object into a square, will cause this error, as now 2 faces are on the same plane, which is not allowed:

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

To fix this problem, either move the vertex causing the coplanar warning to make the brush convex again, or move the rogue vertex onto one of its neighbors to destroy it.

Brush ‘outside world’

Mixed face contents

In Half-Life, brushes are required to have all faces be of the same type (solid, water, slime, sky, origin). Fortunately almost all textures are solid. If you put a water texture on one side of a brush which has dirt or steel textures for example, that would generate the error. The engine needs to know what is inside the brush, and it would be real confusing if different types could be put onto the same brush.

=== LEAK in hull 0 ===

The leak messages starting with ZHLT 2.4 were updated to replace the old ‘ LEAK LEAK LEAK ‘ messages. The entity listed along with the error is just where the beginning of where the pointfile is created, and can be used to help find the start of the line. It always goes from inside towards the outside, from this position. Deleting this entity will usually just cause the leak to start somewhere else, without actually fixing it.

=== LEAK in hull 1 ===

=== LEAK in hull 2 ===

=== LEAK in hull 3 ===

You can generally ignore these, but there is a possibility that part of the world somewhere will either be solid where it shouldn’t, or vice versa.

Leaf portal saw into leaf

This occurs when you have a leaf which isn’t entirely convex, so that at one position within the leaf you can look out of the leaf and see back into it.

Exceeded MAX_PATCHES

When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64×64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a ‘box’ around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

HLVIS is SLOW

For most well designed maps, vis should have a worst case run time of about 45 minutes on a single P2-300 class computer. If it is taking longer, then the map probably needs work to add vis blockers. Several things can make vis take way longer than usual:

First, if the world has been ‘boxed in’ to prevent leaks, vis has to spend large amounts of time on the exterior gaps which would normally not exist on a map without a box.

Second, The architecture which connects ‘areas’ together might be a bit confusing for vis to figure out. It is somewhat difficult to explain, but a few examples would be: halls lacking a wall somewhere which is not directly on the XZ or YZ plane; halls that intersect rooms on a plane other than XZ or YZ, large rooms with walls that are not vertical; halls that connect two areas but the areas can see each other through the hall; Lots of little tiny brushwork in an area (especially large areas) that is not an entity.

Third, vis is quickly brought to a crawl by large outdoor areas that are not extremely carefully constructed to not too see much ‘indoors’.

And finally, using an older version of gensurf that does not support ZHLT ‘s HINT brushes.

HLRAD is SLOW/stuck on makescales

HLRAD requires large amounts of memory to run efficiently for all but the most trivial of maps.

The vismatrix HLRAD needs to run takes exponentially more RAM as the vismatrix grows. The formula is ‘number of patches’ squared, then divided by 16. This number is how many bytes it will consume. The maximum is 65535 patches, so the maximum vismatrix is 256MB of RAM.

Furthermore, the amount of memory the vismatrix uses is not all the memory HLRAD needs to run. Depending on the visibility of the map, the ‘scales’ cache consumes large amounts of memory at once as well. For most maps, this amount of memory is close to 1/2 the size of the vismatrix. This generally equates to a maximum of 128MB, or a system total of 384MB to run the worst case (65535 patches) map.

The makescales phase has a tendency to run fast right up until it runs out of physical memory and has to start relying on the swapfile. This is frequently noticeable as makescales running quickly (say 20 minutes) up until the 90% mark, then taking several hours to finish the last 10%. This is always caused by running out of physical memory, and the last 10% work requiring heavy use of the swapfile. If more architecture is added to the map, one can see that it will start taking exponentially longer to compile, until the RAM is upgraded.

Bad Surface Extents

This is typically caused by having extremely large scales on faces, (typically far above 10, usually 100+). Otherwise it almost always shows up on a ‘check for problems’ in Worldcraft as a ‘ texture axis perpendicular to face ‘ error.

Missing ‘[‘ in texturedef

This error message can be caused several ways:

No vis information, direct lighting only

Too many light styles on a face

A few dynamic lights in an area are trying to light up the same surfaces. This limit is 4. Any light with a targetname (whether it was meant to be switchable or not), and any light set to ‘pulsating’ etc counts against a dynamic light in the area.

MAX_PORTALS_ON_LEAF

This is normally caused by having large rooms which connect to a lot of other hallways, alcoves, or other similar shapes. Alternatively it is caused by an invalid brush, of which each one is usually unique and you would have to find on your own (though Worldcraft is pretty good about finding them in its ‘check for problems’ feature).

object has too many faces more than 64k to export как исправить. Смотреть фото object has too many faces more than 64k to export как исправить. Смотреть картинку object has too many faces more than 64k to export как исправить. Картинка про object has too many faces more than 64k to export как исправить. Фото object has too many faces more than 64k to export как исправить

This image is an example top-down view of a complex room. The pink area is the room, the blue area are the walls. The main big room is one leaf, each alcove is a leaf, but the big leaf joins all the little ones for a total of 32 portals. MAX_PORTALS_ON_LEAF is 256 in Halflife, so this problem is quite rare and usually a side effect of having a damaged brush in the map.

MAX_MAP_CLIPNODES

There isn’t any way to add more nodes or clipnodes to the bsp’s (its already maxed out). However, at least clipnodes can be reduced with a bit of work.

When the maps are compiled all the 3D ‘space’ a player can get to is broken up into convex regions just like brushes are required to be. A lot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don’t become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).

If the world has had a ‘box’ placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the CLIP brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.

MAX_MAP_PLANES

The map has grown too complex. There are too many planes in the map and your map will need to be simplified/shrunk.

This should be a rare error due to the planes limit being raised in the p series of tools (because the opt_plns tool can strip out redundant planes). It was more common with older versions of the tools.

How do I use HINT s?

There is a great tutorial on HINT brushes on CounterMap here and another article by David Nixon here (formerly hosted on the VERC Collective). There is also an interesting article on constructing pyramidal HINT brushes here. See also the information about the HINT texture here.

hlcsg/hlbsp/hlvis/hlrad.exe is not a valid Win32 application

If you get an error saying that one of the compile tools is not a valid Win32 application (sample picture), this probably means that you are trying to use the 64-bit version of ZHLT on a 32-bit machine. Please download the latest version of ZHLT for 32-bit processors instead.

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