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Dead bodies, DIFs and "Error, no plane possible!"

by Demolishun · in Artist Corner · 04/23/2004 (8:56 am) · 7 replies

Okay, here is a really odd error message for a really odd error. I made an object using Quark using the path duplicator. It sort of resembles an 'E' that has been strung around and 1/4 arc circular path. Everything works fine. I can run on it, jump on it, shoot it, etc. However, if I die on it, or a dead body collides with it, or I drive a vehicle at it I get "Error, no plane possible!". This is a really odd message and I have no clue as to the problem. The file that produces the error message is: math/mPlane.h @ 233. This is a compile and run of a relatively unmodified starter.FPS. The engine has had a vehicle added to it, but it is a direct code copy of the vehicle code. Some scripting to check for mount points has been added as well. There is no huge modification to anything on the engine. The level is just a flat area with other DIFs that I have created. They work fine and do not give this error.

Thanks,
Frank

Addition:
Here is an interesting twist. The error only occurs on objects that have been created using the "path duplicator" that I can tell. The very same object to make the original pathed object works fine by itself. Anything that has been path duplicated causes the error. I am not sure what the difference between an object created in Quark as an individual brush vs. a path duplicated object are.

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67


#1
04/23/2004 (9:57 am)
That error is generally caused by a triangle where two points are the same (or all three). The tools in Quark might be useful for finding the face/brush causing the issue (a ray or a flat brush or something).
#2
04/23/2004 (11:21 am)
Try right clicking on the path duplicator (in Heirarchy) and choosing "Dissasociate Duplicator Images" - this will convert it to a series of normal brushes. Then run the normal Quark error checking stuff - Find Microbrushes, Broken Polys, etc...
#3
04/23/2004 (8:14 pm)
Well, I used all the checks I could find and Quark found no errors, no micro brushes etc. Could this be because I am not using rooms. Just building outside structures that happen to be duplicated in Torque. I also noticed that any time a model that is viewable by the player comes in contact with the structures is when it chokes.

Version of Quark is 6.3
Version of Torque is 1.2
Version of map2dif is the MarbleBlast version of map2dif
Edit: Version 9.1 of Mandrake Linux

How do you step into an error to what function is causing this?

Thanks,
Frank
#4
04/23/2004 (8:25 pm)
What the heck?! I changed the program from the MarbleBlast version of the map2dif to the download version and it works fine. The downloadable version makes curves look like crud, but the MarbleBlast version crashes the game. Neither version is acceptable. Dang it! I hope a newly compiled version does not have this problem. I truely do not know what to do. Is it a bug?

Frank

Edit:
Dang it. I got a newer version of map2dif_DEBUG that Mr. Fairfax had compiled and kindly made available. It fails even faster with the same error even faster than the other versions did. The only versions that seems to work are the older versions that do not support FP vertexes.

Edit2:
I tried using GDB to get a backtrace on the error, but could not find anything usefull. I guess the duplicators are causing problems. The structures I built with out them seem to be okay. I wonder if my arch suffers from this...
...Nope, , arch builders are not affected! Must be something with the path and radial duplicators in Quark. Hmmm, is there a way to tell Torque to ignore this error? Is that even possible?
#5
04/24/2004 (1:46 pm)
Feel free to email the level (preferrably in .map format) and I will take a look sometime this week. In the meantime...backup a copy of the level, delete the problem brushes, and get on with the rest of the level ;)
#6
04/24/2004 (6:50 pm)
Well, that is part of the problem. I was hoping to use the duplicators from Quark to ease the level building process. So far, every duplicator I have tried has caused the same error. No matter how simple the geometry used in the duplicator I still get the error. I tried using both version 6.3 and 6.4 of Quark. I have also tried various versions of the map2dif tool.

I am not talking about a complicated level with thousands of brushes. I actually built a very simple path duplicator using one brush and a simple path. There was nothing else in the map file. I put it in Torque and it crashed as soon as my orc went to touch it in 3rd person view. It also passed all the tests in Quark. My approach so far has been to create objects for use in Torque.

I will send you a couple of samples. At this point I will have to do without the duplicators. I am a little bit worried that it is a more fundamental problem and that will crop up after I have built a huge structure.

Thanks,
Frank
#7
11/27/2006 (9:25 am)
I am suddenly getting the "no plane possible" error as well when I run Torque in debug mode. I am using 3DWS for my maps, so the whole duplicator thing doesn't apply, I would think. Has anyone had any revelations on beating this bug?

Sorry...it looks like the problem lies with some of my .dts files. Still investigating...

OK...my mission file included a .dts called "test_tree.dts" which if I remember correctly came with one of the Torque SDK downloads. It has some really wacky shape properties and a very complex collision mesh that the engine was complaining about. Once I got rid of that, everything worked fine. :)