TGEA 1.8 and Houdini 9.5 - Import Problem
by Ron Lindsey · in Artist Corner · 12/28/2008 (5:38 pm) · 27 replies
I am attempting to import a basic shape into TGEA. The object is the $HFS/houdini/help/examples/nodes/out/torque/TorqueDetailMap.otl from the Houdini Torque Help file sample.
- This object renders without problems or error (checked the dump.html)
- I am able to view the shape in Torque Show Tool Pro
- I place the .dts object along with the support files to C:\Torque\TGEA_1_8_0\Projects\Game Name\game\scriptsAndAssets\data\shapes\weapons\here
- In the Torque World Editor Creator i navigate to the location i placed the dts object and click.
- A 'FATAL' menu box appears with this message "Bad object box!". I can click the Retry button or the Cancel button.
- I click the Retry button and get this message: "Torque has encountered an assertion with message Bad object box! Would you like to use the debugger? If you cancel, you won't be asked again until you restart Torque.
- I press the OK button
- My game exe dies. Vista pops up a menu stating "GameName_DEBUG.exe has stopped working."
- In the console.txt file, the last line has this message "Tried to get the object for item 42, which is not InspectorData!"
These steps are repeatable with other .dts objects i attempt to import from Houdini.
I have hammered on this a bit without any luck. Any ideas? Thanks!
Ron Lindsey
My System
1. Vista Home Premium - Quad Core - 64bit - 4gig - Nvida 8800GT 750meg
2. Torque Engine Game Advance 1.8
3. Houdini 9.5.326
- This object renders without problems or error (checked the dump.html)
- I am able to view the shape in Torque Show Tool Pro
- I place the .dts object along with the support files to C:\Torque\TGEA_1_8_0\Projects\Game Name\game\scriptsAndAssets\data\shapes\weapons\here
- In the Torque World Editor Creator i navigate to the location i placed the dts object and click.
- A 'FATAL' menu box appears with this message "Bad object box!". I can click the Retry button or the Cancel button.
- I click the Retry button and get this message: "Torque has encountered an assertion with message Bad object box! Would you like to use the debugger? If you cancel, you won't be asked again until you restart Torque.
- I press the OK button
- My game exe dies. Vista pops up a menu stating "GameName_DEBUG.exe has stopped working."
- In the console.txt file, the last line has this message "Tried to get the object for item 42, which is not InspectorData!"
These steps are repeatable with other .dts objects i attempt to import from Houdini.
I have hammered on this a bit without any luck. Any ideas? Thanks!
Ron Lindsey
My System
1. Vista Home Premium - Quad Core - 64bit - 4gig - Nvida 8800GT 750meg
2. Torque Engine Game Advance 1.8
3. Houdini 9.5.326
About the author
Em I Rot Games
#22
I think I just answered you on the other forum:)
Need to clarify a little. We did find that it does happen in TGEA 1.7, just the models I was using and I think Dave also, was using our own custom bounds box. I can't say for TGE as I don't have it loaded, but would suspect the same.
Oh, I do get paid for it:) I am just on vacation right now and I have to do something or go bored. Still off work till the 5th, so more time to cause trouble:)
I wonder if we can show a benefit to creating your own bounding boxes anyway? I may "play" some more on that thought.
12/30/2008 (9:25 pm)
Hey Rex,I think I just answered you on the other forum:)
Need to clarify a little. We did find that it does happen in TGEA 1.7, just the models I was using and I think Dave also, was using our own custom bounds box. I can't say for TGE as I don't have it loaded, but would suspect the same.
Oh, I do get paid for it:) I am just on vacation right now and I have to do something or go bored. Still off work till the 5th, so more time to cause trouble:)
I wonder if we can show a benefit to creating your own bounding boxes anyway? I may "play" some more on that thought.
#23
1. This does not sound like a GG issue?
2. Houdini Torque DTS Render Node needs 'cleaning' up?
3. If bounding boxes are created in the Render Node, then there are no problems?
@Randy, Have you heard back from the Bug Submit you sent to Houdini?
Whose court has the ball now? GG? SideFX?
Ron
12/31/2008 (9:54 am)
So where does this leave us now?1. This does not sound like a GG issue?
2. Houdini Torque DTS Render Node needs 'cleaning' up?
3. If bounding boxes are created in the Render Node, then there are no problems?
@Randy, Have you heard back from the Bug Submit you sent to Houdini?
Whose court has the ball now? GG? SideFX?
Ron
#24
1. Nope not GG... Sidefx..
2. Yes, but not sure when.
3. Yes, if you create you own bounds box, then there is no issue.
Now after typing this I had a second thought. This is true for static shapes only as for as my testing. Someone would need to test animations and see if there is a problem. I am not sure how Houdini handles the bounding box on animations, but as you can see from the screenshot below. If this bounding box is used for collisions and it's not changed during animations, then anytime my soldier gets close to something on his sides he will collide. Maybe David or someone more familiar with that part of the engine can help. I have not had luck animating in Houdini yet (did I mention I program more than model now:))
12/31/2008 (10:13 am)
I have not heard back from SideFX and suspect it may be a while. But they did say they were going to look into it. I would not expect a fix until the next major build release, as there is a work around. So I would say the ball is in Sidefx's court.1. Nope not GG... Sidefx..
2. Yes, but not sure when.
3. Yes, if you create you own bounds box, then there is no issue.
Now after typing this I had a second thought. This is true for static shapes only as for as my testing. Someone would need to test animations and see if there is a problem. I am not sure how Houdini handles the bounding box on animations, but as you can see from the screenshot below. If this bounding box is used for collisions and it's not changed during animations, then anytime my soldier gets close to something on his sides he will collide. Maybe David or someone more familiar with that part of the engine can help. I have not had luck animating in Houdini yet (did I mention I program more than model now:))
#25
12/31/2008 (12:38 pm)
Player bounds are setup within the engine. You can change them, I believe in player.cs. For other animated meshes, it will have the collision mesh for the entire object (or multiple meshes). If you look at the door resources, you will see different means for moving collision meshes.
#26
01/02/2009 (12:24 pm)
This issue should be fixed with tomorrows daily build of Houdini (9.5.339). The Torque exporter incorrectly translated bounding boxes from Houdini's co-ordinate system to Torque's. We have pushed the fix back to GG.
#27
Again, thanks!
Randy
01/02/2009 (12:39 pm)
You are too fast Derrick, was about to post the the note from the Houdini forum...Again, thanks!
Randy
Torque Owner Rex
BrokeAss Games
And this only happens in TGEA 1.8? and not in any other build/version of the engine[TGE15 or TGEA17?
Thanks.
Ya...I always build custom bounds as well, David, and run CFG files too; the 'prudent' thing to do...actually 'control' your shape, ;), during export.
Glad to see you hammer away at it, Randy, eliminating the loose variables as you go...:), ain't it grand! Troubleshooting is fun, even more fun if you got paid for it....
Cheers!