TorqueDemo.exe closes after trying to load modified buggy
by Hedra · in Torque Game Engine · 05/11/2006 (5:55 am) · 5 replies
Hi,
After following this tutorial at http://tdn.garagegames.com/wiki/DTS/Milkshape/Creating_a_Simple_Wheeled_Vehicle, I placed my new buggy in the buggy folder in the starter.racing demo, and changed the path in car.cs to point to the new buggy.
However I am having problems with getting the mission to load.
Exactly at the point where I load the mission, I get that classic error message 'TorqueDemo.exe has encountered problem and needs to close'.
On most attempts, the console log shows it gets as far as 'Loading compiled script starter.racing/server/scripts/radiusDamage.cs.' before giving up.
On one occasion, directly after loading the radiusDamage.cs it gave a warning about car.dso being a dso from the future, then said 'compiling car.cs' and then 'loading car.cs...' before stopping.
This problem only happens when I have the path in car.cs to point to my Milkshape buggy. When it is changed to point back to the demo buggy, everything works fine.
I have checked to make sure the exported DTS file is in the correct folder.
Some art-related info: (if it helps!)
All bones and animations have been set up and named in Milkshape as per the tutorial. One oddity I did notice in Milkshape though, was that the axle groups assigned to the axle joints do not quite return to their original position in the Milkshape viewports, although the axle joint rotations appear to be moving correctly. The wheel hub joints also appear to move correctly.
As this is a very basic excercise in creating and animating a vehicle and getting it to work in Torque, the vehicle is not textured, nor does it have different resolutions (body100, body 60, body 30 etc) I dont know whether this might make any difference.
I am using Milkshape 1.7.7a, and the model was made in Wings, and imported to Milkshape as a Wavefront obj file. I am using the DTSPlus exporter in Milkshape.
I have searched these forums and have only found one other thread describing a problem with loading car.cs, but it has not helped.
Would be grateful for any ideas to help troubleshoot this!
Many thanks
H
After following this tutorial at http://tdn.garagegames.com/wiki/DTS/Milkshape/Creating_a_Simple_Wheeled_Vehicle, I placed my new buggy in the buggy folder in the starter.racing demo, and changed the path in car.cs to point to the new buggy.
However I am having problems with getting the mission to load.
Exactly at the point where I load the mission, I get that classic error message 'TorqueDemo.exe has encountered problem and needs to close'.
On most attempts, the console log shows it gets as far as 'Loading compiled script starter.racing/server/scripts/radiusDamage.cs.' before giving up.
On one occasion, directly after loading the radiusDamage.cs it gave a warning about car.dso being a dso from the future, then said 'compiling car.cs' and then 'loading car.cs...' before stopping.
This problem only happens when I have the path in car.cs to point to my Milkshape buggy. When it is changed to point back to the demo buggy, everything works fine.
I have checked to make sure the exported DTS file is in the correct folder.
Some art-related info: (if it helps!)
All bones and animations have been set up and named in Milkshape as per the tutorial. One oddity I did notice in Milkshape though, was that the axle groups assigned to the axle joints do not quite return to their original position in the Milkshape viewports, although the axle joint rotations appear to be moving correctly. The wheel hub joints also appear to move correctly.
As this is a very basic excercise in creating and animating a vehicle and getting it to work in Torque, the vehicle is not textured, nor does it have different resolutions (body100, body 60, body 30 etc) I dont know whether this might make any difference.
I am using Milkshape 1.7.7a, and the model was made in Wings, and imported to Milkshape as a Wavefront obj file. I am using the DTSPlus exporter in Milkshape.
I have searched these forums and have only found one other thread describing a problem with loading car.cs, but it has not helped.
Would be grateful for any ideas to help troubleshoot this!
Many thanks
H
About the author
#2
05/17/2006 (1:19 pm)
Have you tried deleting all your .dso? Sounds like there might be a mismatch in timestamps of the DSO which might be causing altered and updated scripts to not be compiled.
#3
05/18/2006 (4:22 am)
OK I deleted all the .dso files in the server/scripts file. Still getting the same error, and the console log shows it still stopping when compiling car.cs....
#4
Try a simple model instead. Just create a vehicle that consists of a box, the bones, the collision mesh but no textures. If that works then you know it's not Milkshape but something with the model.
05/18/2006 (7:05 am)
It's not the DSO or CS files, it's the DTS file itself. I have had this problem with Blender as well even though exporting a model to DTS has not problems. Just make sure that all the bones are present and that the collision mesh is convex.Try a simple model instead. Just create a vehicle that consists of a box, the bones, the collision mesh but no textures. If that works then you know it's not Milkshape but something with the model.
#5
I took it right down to its simplest form - two cubes, (one for the collision), the eye, cam and 4 hub joints. On comparing with the files from the tutorial, I discovered that the problem was because I had named the collision mesh incorrectly. As soon as I re-named the collision mesh and re-exported, it loaded perfectly, complete with animated wheels.
Now I can begin to build it up again into something that looks like a vehicle.
Thank you everyone for your help!
05/22/2006 (6:36 am)
Thanks for your advice. I took it right down to its simplest form - two cubes, (one for the collision), the eye, cam and 4 hub joints. On comparing with the files from the tutorial, I discovered that the problem was because I had named the collision mesh incorrectly. As soon as I re-named the collision mesh and re-exported, it loaded perfectly, complete with animated wheels.
Now I can begin to build it up again into something that looks like a vehicle.
Thank you everyone for your help!
Torque Owner Hedra