New Model in the game equals crash to desktop
by Donald "Yadot" Harris · in Torque Game Engine · 04/07/2006 (10:55 am) · 5 replies
So let me preface this with:
I am at work and dont have the console output here to post. But I didnt see any blaring errors.
Anyway I have gone the GameOne tutorial and I tried chaning the player model to this spaceship model found here http://www.digitalboneyard.net/resources.php?action=view&id=11 I have someone change it to a DTS shape for me and saved it to the folder and pointed to it in the Player.cs file. I commented out the states in reguard to the different animations from the old character.
When I start the game the I hit tab and see my space ship falling from the high spawn point. Once it hits the ground everything crashes and it is all gone. I did not go through and redefine my player datablock as a flying vehicle just yet. Could this be causing it?
By the way I am using tutorial.base
edit: added last line.
I am at work and dont have the console output here to post. But I didnt see any blaring errors.
Anyway I have gone the GameOne tutorial and I tried chaning the player model to this spaceship model found here http://www.digitalboneyard.net/resources.php?action=view&id=11 I have someone change it to a DTS shape for me and saved it to the folder and pointed to it in the Player.cs file. I commented out the states in reguard to the different animations from the old character.
When I start the game the I hit tab and see my space ship falling from the high spawn point. Once it hits the ground everything crashes and it is all gone. I did not go through and redefine my player datablock as a flying vehicle just yet. Could this be causing it?
By the way I am using tutorial.base
edit: added last line.
#2
04/08/2006 (12:53 am)
And this is what I change it to.//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
//datablock TSShapeConstructor(PlayerDts)
//{
// baseShape = "~/data/shapes/player/player.dts";
// sequence0 = "~/data/shapes/player/player_root.dsq root";
// sequence1 = "~/data/shapes/player/player_forward.dsq run";
// sequence2 = "~/data/shapes/player/player_back.dsq back";
// sequence3 = "~/data/shapes/player/player_side.dsq side";
// sequence4 = "~/data/shapes/player/player_fall.dsq fall";
// sequence5 = "~/data/shapes/player/player_land.dsq land";
// sequence6 = "~/data/shapes/player/player_jump.dsq jump";
// sequence7 = "~/data/shapes/player/player_standjump.dsq standjump";
// sequence8 = "~/data/shapes/player/player_lookde.dsq look";
// sequence9 = "~/data/shapes/player/player_head.dsq head";
// sequence10 = "~/data/shapes/player/player_headside.dsq headside";
// sequence11 = "~/data/shapes/player/player_celwave.dsq celwave";
//};
datablock PlayerData(PlayerShape)
{
renderFirstPerson = false;
shapeFile = "~/data/shapes/ship/ship.dts";
};
//----------------------------------------------------------------------------
// PlayerShape Datablock methods
//----------------------------------------------------------------------------
function PlayerShape::onAdd(%this,%obj)
{
// Called when the PlayerData datablock is first 'read' by the engine (executable)
}
function PlayerShape::onRemove(%this, %obj)
{
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function PlayerShape::onNewDataBlock(%this,%obj)
{
// Called when this PlayerData datablock is assigned to an object
}
#3
Any ideas?
04/08/2006 (1:00 am)
So new development at 3 in the morning. I move the spawn point down. And the vehicle lands nicley. But when I jump off a high mountain it then crashes to the desktop.Any ideas?
#4
- which is sort of unreasonable of the engine, but not inconceivable.
does it crash when you just jump ?
04/08/2006 (2:04 am)
Sounds to me like it's crashing when trying to play the "land" sequence.- which is sort of unreasonable of the engine, but not inconceivable.
does it crash when you just jump ?
#5
04/08/2006 (11:17 am)
Nope when I just jump its works fine. Only when I fall hard enough to get the screen wobble effect.
Torque 3D Owner Donald "Yadot" Harris
Marveloper
[code]
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "~/data/shapes/player/player.dts";
sequence0 = "~/data/shapes/player/player_root.dsq root";
sequence1 = "~/data/shapes/player/player_forward.dsq run";
sequence2 = "~/data/shapes/player/player_back.dsq back";
sequence3 = "~/data/shapes/player/player_side.dsq side";
sequence4 = "~/data/shapes/player/player_fall.dsq fall";
sequence5 = "~/data/shapes/player/player_land.dsq land";
sequence6 = "~/data/shapes/player/player_jump.dsq jump";
sequence7 = "~/data/shapes/player/player_standjump.dsq standjump";
sequence8 = "~/data/shapes/player/player_lookde.dsq look";
sequence9 = "~/data/shapes/player/player_head.dsq head";
sequence10 = "~/data/shapes/player/player_headside.dsq headside";
sequence11 = "~/data/shapes/player/player_celwave.dsq celwave";
};
datablock PlayerData(PlayerShape)
{
renderFirstPerson = false;
shapeFile = "~/data/shapes/player/player.dts";
};
//----------------------------------------------------------------------------
// PlayerShape Datablock methods
//----------------------------------------------------------------------------
function PlayerShape::onAdd(%this,%obj)
{
// Called when the PlayerData datablock is first 'read' by the engine (executable)
}
function PlayerShape::onRemove(%this, %obj)
{
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function PlayerShape::onNewDataBlock(%this,%obj)
{
// Called when this PlayerData datablock is assigned to an object
}
[\code]