Stupid Crashing DTS
by Instinctz · in Torque 3D Professional · 02/06/2011 (1:47 pm) · 14 replies
This is why I always quit working with this engine, too many crap problems that kill any progress before I even get started.
Any help for fixing a DTS file so it wont crash the game everytime it tries to load the map?
First off, why would a bad DTS file crash the entire engine in the first place? That should not ever take place to begin with.
Any Idea where I can even get the DTS exporters for blender? Nope, not from the link in the documentations, I can not download -any- of the exporters. They don't exist at the download location.
Yes, this is probably a rant, but after a week of screwing around with this I'm close to just pissin on this and walking away.
Any help for fixing a DTS file so it wont crash the game everytime it tries to load the map?
First off, why would a bad DTS file crash the entire engine in the first place? That should not ever take place to begin with.
Any Idea where I can even get the DTS exporters for blender? Nope, not from the link in the documentations, I can not download -any- of the exporters. They don't exist at the download location.
Yes, this is probably a rant, but after a week of screwing around with this I'm close to just pissin on this and walking away.
#2
I have never been able to use this one as it always does something weird. Where can I download the stable-ler release, ".96"
The files I am exporting worked fine a year ago when I made them and used them on TGE. They are simple enough to work fine in T3D.
Collida works fine, but I its a wasted pipeline to use since you have to rescale things in script, then take it out when you finish with exported DTS anyways.
SO its this exporter not working. Never has.
02/06/2011 (2:30 pm)
Yeah except thats for the .97 beta 3.I have never been able to use this one as it always does something weird. Where can I download the stable-ler release, ".96"
The files I am exporting worked fine a year ago when I made them and used them on TGE. They are simple enough to work fine in T3D.
Collida works fine, but I its a wasted pipeline to use since you have to rescale things in script, then take it out when you finish with exported DTS anyways.
SO its this exporter not working. Never has.
#3
torque.abigholeintheweb.com/public_system/useruploads/DTSExporter_0964_Blender_2...
02/06/2011 (2:59 pm)
With collada you can rescale on import.torque.abigholeintheweb.com/public_system/useruploads/DTSExporter_0964_Blender_2...
#4
is it being used as a simple object dumped somewhere in the level, or are you trying to use said .dts as control object?
What does your log say?
...
02/06/2011 (3:08 pm)
theres several reasons to why a .dts would crash the engine.is it being used as a simple object dumped somewhere in the level, or are you trying to use said .dts as control object?
What does your log say?
...
#5
12: Register object failed for object DefaultEmitter of class ParticleEmitterData.
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Resource<TSShape>::create - Could not open 'art/shapes/turrets/New_Turret_Base.dts'
It says it cant find it because I removed the file to fix the crash..
I Have tried without any scripts calling the image and the game will load, but if I use the world editor to add the model, it the crashes.
The Exporters log is this:
Torque Exporter 0.97 Beta3
Using blender, version 249
Exporting...
Writing shape to 'f:\Torque Development\Models\Dts\New_Turret_Base.dts'.
Processing...
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [Shape] (parent -1)
^^ Bone [Collision] (parent 1)
^^ Bone [ColMesh] (parent 2)
^^ Bone [Detail64] (parent 1)
^^ Bone [Armature] (parent 4)
^^ Bone [Cylinder] (parent 4)
> Objects
'ColMesh' : Standard
'Cylinder' : Standard
> Materials
scratched-grunge
> Detail Levels
Detail-1 (size : 64)
Smallest : Detail-1 (size : 64)
> Internal Sequences
Writing out DTS...
Done.
Finished.
02/06/2011 (3:13 pm)
Well I wish I could tell ya, the log (along with the game) haults as soon as the DTS'es start to load.12: Register object failed for object DefaultEmitter of class ParticleEmitterData.
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Resource<TSShape>::create - Could not open 'art/shapes/turrets/New_Turret_Base.dts'
It says it cant find it because I removed the file to fix the crash..
I Have tried without any scripts calling the image and the game will load, but if I use the world editor to add the model, it the crashes.
The Exporters log is this:
Torque Exporter 0.97 Beta3
Using blender, version 249
Exporting...
Writing shape to 'f:\Torque Development\Models\Dts\New_Turret_Base.dts'.
Processing...
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [Shape] (parent -1)
^^ Bone [Collision] (parent 1)
^^ Bone [ColMesh] (parent 2)
^^ Bone [Detail64] (parent 1)
^^ Bone [Armature] (parent 4)
^^ Bone [Cylinder] (parent 4)
> Objects
'ColMesh' : Standard
'Cylinder' : Standard
> Materials
scratched-grunge
> Detail Levels
Detail-1 (size : 64)
Smallest : Detail-1 (size : 64)
> Internal Sequences
Writing out DTS...
Done.
Finished.
#6
Im having issues as blender and python dont appear to install real well with 64bit Windows7.
02/06/2011 (3:24 pm)
Its still screwing up with the 96 exporter, so I suppose I will uninstall everything and start over.Im having issues as blender and python dont appear to install real well with 64bit Windows7.
#7
02/06/2011 (3:49 pm)
Well Still does not work, dont know what else to do at this point. Would be more than awesome if the engine would tell ya whats screwing up instead of just puking.
#8
Guess its time to pickup a new hobby, if default installs, and everything wont work.
02/06/2011 (4:20 pm)
The example.blend file which comes with the exporter does not work either.Guess its time to pickup a new hobby, if default installs, and everything wont work.
#9
Ive not had any crashes with our builds from either dts or collada.
When you open a Collada file from within the engine, you can scale the file then, aswell as chose how many LOD's to use from the original, etc. I'm not saying that the collada importer is perfect at the moment however if that is working with the base shape, but your DTS isnt, then to me that points that there is something wonky with your DTS file from export rather then your engine install. If thats the case then the same DTS file should have the same effect on another persons install (Unless you have engine modifications on your install effecting shapes in any way)
02/06/2011 (4:56 pm)
hold up instinctz... is it possible you can upload or email the dts over for us to try. to see if this is a widespread problem or if its with the individual dts, also have you made any engine changes atall ?Ive not had any crashes with our builds from either dts or collada.
When you open a Collada file from within the engine, you can scale the file then, aswell as chose how many LOD's to use from the original, etc. I'm not saying that the collada importer is perfect at the moment however if that is working with the base shape, but your DTS isnt, then to me that points that there is something wonky with your DTS file from export rather then your engine install. If thats the case then the same DTS file should have the same effect on another persons install (Unless you have engine modifications on your install effecting shapes in any way)
#10
I have uploaded a DTS file named "turret_base.dts". Which crashes the game.
I have also uploaded the blend file which I used to export the dts. The strange issue is that this is not a new file, its the same as I have used in the past.
Its beyond me why it no longer exports to a working file. Has to be with the python script, but I cant think of anything else to do. Blender runs, it see's python installed, it even runs the scripts fine and exports. But the exported DTS simply crashes torque + showtool pro.
here are the files
http://www.instinctz.net/torque/
02/06/2011 (5:34 pm)
This is a fresh binary, beta 3.I have uploaded a DTS file named "turret_base.dts". Which crashes the game.
I have also uploaded the blend file which I used to export the dts. The strange issue is that this is not a new file, its the same as I have used in the past.
Its beyond me why it no longer exports to a working file. Has to be with the python script, but I cant think of anything else to do. Blender runs, it see's python installed, it even runs the scripts fine and exports. But the exported DTS simply crashes torque + showtool pro.
here are the files
http://www.instinctz.net/torque/
#11
02/06/2011 (9:17 pm)
erm righty... that dts crashes me too, will look at the blend file shortly but wont be able to do that untill i get back from work
#12
02/07/2011 (6:04 am)
Like Steve said, you can scale collada on import into the editor, and you can scale anything in the editor. Not super hard....
#13
02/08/2011 (5:00 pm)
Well one new infonugget, when I loaded a new test box into showtool that I made in blender, the error which poped up before crashing was "Error Allocating Virtual Memory".
#14
02/09/2011 (12:23 pm)
also just to help you on the other bit as Andy is helping you out with the dts, if you are still getting messages about it cannot find the file on loading up, go into the levels directory, find your mission filename, edit it and take the line out that corresponds to your dts file. Or if you are not sure on where to cut it, add in a dts file with the same name (one that works) and then remove it from the World Editor. So at least you can still edit your level.
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