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Totque crashes on load, import trouble

by Sean · in Torque Game Engine · 04/27/2006 (8:46 pm) · 6 replies

If I run torque with the normal player.dts all is fine. If I replace player.dts in the player.cs file with my player_2.dts and then run torque it will crash at random times. But with in the first 10 seconds.

Also

I have my dts file in showtool showing perfectly. But if I use my player_2.dts as a shape for testing I get nothing that resembles my mesh.

info:

the mesh is only 1 meter tall.
there are over 30 meshes all numbered as they should and grouped.
my textures are all compliant.
the exporter has no errors.

Can any one help me understand why?

#1
04/27/2006 (10:48 pm)
Did you make the entire player yourself or place it over the existing player skeleton? It's probably going to explode if it doesn't have the same skeleton structure and it starts trying to use animations with bad node references. There are a lot of other specifics you have to be careful of with player setup, did you read the docs for making one?
#2
04/28/2006 (7:23 am)
I'll go back and re-read. I though I would be able to just import the mesh and no bone structure. I did remove the animations. If not as a player at least as an object. I figured if showtool shows it torque will import it as a shape.
#3
04/28/2006 (7:41 am)
Sean I had a problem with model as well once. Make sure the model has the proper animations setup. I think if TGE calls for a sequence that is not available it will just crash. Try putting some echo commands around the animation calls so that it shows up in your logs.
#4
04/28/2006 (12:45 pm)
Thats a great idea thx. Can I have no animations?
#5
04/28/2006 (2:52 pm)
It's be a better idea to define the animations and just not have them do anything, as the default player code looks for a set of specific animations like root, run, back, jump, etc.... most of the animations on the default player are being called by the engine internally, especially the movement related ones. Oh and youl'd want to make sure to not merge the .dsq animations like the default player is setup to do, since you wouldn't have those bones. I'm not sure if the player look blending code will still explode it with out bones, but you can try.
#6
04/28/2006 (5:00 pm)
Thx for every ones help, I'm going to finish my rigging and make a few animations. But still I have to understand this. I have made a model and imported it in torque just fine. I have the texture working and it