Author Topic: Waterfall Mesh Made FeralHeart Crash  (Read 1592 times)

Offline pinksweetpea222

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Waterfall Mesh Made FeralHeart Crash
« on: February 08, 2014, 08:26:11 pm »
I went to object maker to make the water fall mesh, but it wasnt working. I inserted "Waterfall1.mesh, waterfall.material" and it was acting funny. I went to look up what was wrong, tryed to log in, and then in accepts my log in, then crashes. I looked at my internet connection, my rendering system, my particles, nothing worked. Someone said play as admin, bu ;Dt I dont know how. Can someone tell me how to play as admin or give me some suggestions? THANKS!javascript:void(0);

Offline Chunky_Squirrel

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Re: Waterfall Mesh Made FeralHeart Crash
« Reply #1 on: February 08, 2014, 08:31:09 pm »
You need to write 'waterfall1.mesh'
If you need help PM me or tell it here.
Good luck! ^.^

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Offline OreoHeroz

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Re: Waterfall Mesh Made FeralHeart Crash
« Reply #2 on: February 08, 2014, 08:33:13 pm »
As for your question: To play as Admin: Right click the Feral Heart (application) and press "Run as Administrator".


(Some other suggestions if needed)

Go into C: >>> Feralheart >> media > particles and delete any ending in _0, _1, etc.

Change your rendering system in C: > Feralheart. Go to orge.cfg and replace the first line with either:

Render System=Direct3D9 Rendering Subsystem
[Direct3D9 Rendering Subsystem]

Or this:

Render System=OpenGL Rendering Subsystem
[OpenGL Rendering Subsystem]

It depends what rendering system you have. If you have the first one, change it to the second one. Vice versa.

Offline pinksweetpea222

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Re: Waterfall Mesh Made FeralHeart Crash
« Reply #3 on: February 08, 2014, 08:43:24 pm »
I have Render System=Direct3D9 Rendering Subsystem already and feralheart didnt like the second option. No particals
                  [Direct3D9 Rendering Subsystem]
ether. Running as an admin didnt work ether.

Offline pinksweetpea222

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Re: Waterfall Mesh Made FeralHeart Crash
« Reply #4 on: February 08, 2014, 09:17:37 pm »
I reran the installer and it fixed it :D I still have my object meshes too c: (that's was I was worried about)