Player Model causes Torque to crash
by Ben Rowland · in Artist Corner · 04/01/2005 (7:23 am) · 2 replies
I have a basic model without any animations, got it to export ok and I can add it to a mission from the editor. However, when I try to add it as the shape for a player model a really weird thing happens. My spawn point is quite high above the terrain, and my model appears there fine, and falls to earth, but when it hits is crashes the program. What is causing this? Is it some animation that the script tries to call which it can't find? Would that crash Torque? Any thoughts would be appreciated?
#2
I have issues with my vehicles if they go too fast, launch into the air and then impact with the ground. Its fine as long as they are in the air, but when the system tries to compute the vehicle/land math it crashes.
04/01/2005 (10:54 am)
Either that or the model mesh is having issues with breaking through the landscape.I have issues with my vehicles if they go too fast, launch into the air and then impact with the ground. Its fine as long as they are in the air, but when the system tries to compute the vehicle/land math it crashes.
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However if that doesn't solve the problem, then I would guess that your landing animation is calling a vertex group on your model which is non existant. If the crash is a segfault AND YOU HAVE ALREADY DELETED ALL OF YOUR .dso files. Try opening your player.cs file and commenting out the foloowing line.
exec("~/data/shapes/player/player.cs");If you do that neither FreshMeat, nor Kork will have ANY Animations, but it will let you know if the Animation is calling upon some part of your model which is non-existant. If that works, then you should load your model up in the Torque Show Tool Pro, and compare the nodes with those of the default player model.