Game Development Community

ATLAS] Blended Terrains - Crashing during Mission lighting

by Jesse McKinney · in Torque Game Engine Advanced · 11/03/2007 (7:44 pm) · 6 replies

Hello Folks,
We have been having this problem lately where when we try and load a blended terrain it crashes during mission load . But the fatal only occurs when the "lightmapDimension" is set to anything but zero. Now setting it to zero causes the terrain to load but obviously it isn't shadowed. This error pops up durring the mission lighting phase of loading, The exact message we get is :



img401.imageshack.us/img401/9839/surfacehelperpy6.jpg

Now I realize that TGEA 1.3 added Dynamic Lightmaps / Shadows to Blended terrains and I have a reasonable guess that it wasn't thoroughly tested before going out the door because of the TexChunk and populateChunk bugs we have had to fix in our build (thanks for the fixes Tom!). So I was wondering if this was a known bug, or if anyone had seen this before, and most importantly how might we go about fixing this bug?

#1
11/04/2007 (9:22 am)
I've seen the same assert myself. I wasn't using the lightmap anyway, so i didn't investigate further.
#2
11/04/2007 (5:11 pm)
Jesse,

Can you send me a your terrain? I tested it against a couple of different ones, but there are a lot of knobs to turn when generating an atlas terrain, so I must of missed something.

Thanks!
#3
11/05/2007 (5:05 pm)
NP, Brian ill bundle it up and email you a link
#4
11/13/2007 (2:28 pm)
Hi Brian, Just checking in to see if you may have figured the dynamic Lighting crash out. I did a bit of playing around and found a different but related bug (I hope) that causes the engine to crash if you save out the static compiled lightmap as a jpg before embedding it in the final atlas container. The game will fatal on map load then. I havent traced it back to its source yet though. If you save the static lightmap as a png it loads fine.
#5
02/13/2008 (1:03 pm)
Jesse

I seem to be having a similar problem with the two of you. However, my game does not spit errors at me. Rather it just hands on some line in the lighting process that reads some thing like AtlasDefferedFile :: then it goes on to tell me that if there is another instance of Torque accessing this file it may result in a crash. I can assure that there is no other instance of Torque running.
#6
02/13/2008 (2:41 pm)
Jesse

I seem to be having a similar problem with the two of you. However, my game does not spit errors at me. Rather it just hands on some line in the lighting process that reads some thing like AtlasDefferedFile :: then it goes on to tell me that if there is another instance of Torque accessing this file it may result in a crash. I can assure that there is no other instance of Torque running.