Sticks and Twigs, Mission not loading on clean project start.
by Kyle Martin · in General Add-On Discussion · 09/22/2011 (4:58 pm) · 15 replies
Ok so i bought S&T add-on today and i wanted to put it in my undeveloped game.
First i followed the instructions and used winmerge to merge the .cs files then i copy and pasted all the art and shader files. On starting of world editor it crashed (Windows 7 32 bit). So then i just copy and pasted all the files from S&T to my game files and started the world editor and now it wont load past Datablocks. It justs says "Loading datablocks"
First i followed the instructions and used winmerge to merge the .cs files then i copy and pasted all the art and shader files. On starting of world editor it crashed (Windows 7 32 bit). So then i just copy and pasted all the files from S&T to my game files and started the world editor and now it wont load past Datablocks. It justs says "Loading datablocks"
About the author
#2
09/26/2011 (2:05 pm)
Sticks and Twigs - T3D - PC in 15 minutes windows 658 MB
#4
09/30/2011 (6:21 pm)
While your game is loading, press the ~ key. That will open the console. (or after closing torque, just open the console.log that sitting with your exe) That log should tell you where the problem is. Most likely, it's a typo or missing texture. The console (or console.log) is the first place to look for errors.
#5
I'm going nuts already... I'm putting it down for now, and will pop in here to see what folks are saying.
Edit: I forgot to mention that navigating to art/shapes/st_particles/ revealed said edge1.png so I really am at a loss.
12/06/2011 (10:18 am)
I've got the same problem. Namely it hangs on loading datablocks. Last line in the console says I'm missing art/shapes/st_particles/edge1.I'm going nuts already... I'm putting it down for now, and will pop in here to see what folks are saying.
Edit: I forgot to mention that navigating to art/shapes/st_particles/ revealed said edge1.png so I really am at a loss.
#7
if you are trying to add the sample missions, this will generally go badly because of various changes, and the fact fxreplicators were removed at a point I cant remember.
12/13/2011 (5:04 pm)
I believe sticks and twigs was based on either 1.0.1 or an early beta of 1.1. It might be worth running some diff app against those for some help on what's changed.if you are trying to add the sample missions, this will generally go badly because of various changes, and the fact fxreplicators were removed at a point I cant remember.
#8
Im finding though there are quite a few models I need to resetup the materials for, luckily everything is well named and organized logicly.
12/13/2011 (5:34 pm)
yeah, following the instalation insturctions and reading all the errors that popped up seems like a big headache to try and fix. since i was only after the art assets anyways im now sorting through them and manually adding what i want to my project.Im finding though there are quite a few models I need to resetup the materials for, luckily everything is well named and organized logicly.
#9
First thing, is make sure the spawn sphere isnt hard-coded to "BoombotData" instead should be "DefaultPlayerData".
It appears some things changed with T3D since the kit was released, such as forest editor perhaps.
Noticed the first level I looked at and tried to port had problems with the paths in the mission file.
And many of the materials in the material.cs are duplicated, or actually mispelled the second time. Possibly from cut-n-paste errors or such.
If you go through it and search for each error, its possible to correct it all by hand ... but takes a considerable amount of time.
IMHO -- To really "update" it to T3Dv 1.2 --- think you would need to fix all the material errors, pull out all the static shapes, build "brushes" for all the objects and then paint them using the forest editor.
12/14/2011 (12:10 pm)
guys - I've been doing the same, trying to get it up with T3D 1.2 First thing, is make sure the spawn sphere isnt hard-coded to "BoombotData" instead should be "DefaultPlayerData".
It appears some things changed with T3D since the kit was released, such as forest editor perhaps.
Noticed the first level I looked at and tried to port had problems with the paths in the mission file.
And many of the materials in the material.cs are duplicated, or actually mispelled the second time. Possibly from cut-n-paste errors or such.
If you go through it and search for each error, its possible to correct it all by hand ... but takes a considerable amount of time.
IMHO -- To really "update" it to T3Dv 1.2 --- think you would need to fix all the material errors, pull out all the static shapes, build "brushes" for all the objects and then paint them using the forest editor.
#10
12/14/2011 (7:57 pm)
would just like to say that even though i havent really tried to get any of the included levels working, and the materials all need to be fixed to add in the specular and normal maps that i am really impressed with the ammount of content included in this pack. It is a very impressive library of assets for a great price and I would recomend it despite the issues with it.
#11
12/24/2011 (1:16 am)
Well I got around one issue (missing edge1.png) by moving all the art content from the pack and placing them inside my project directory. Just the art, that is. No materials.cs or anything. This raises the issue I am now having; that the objects aren't all rendering. I'm getting artifacts and collision problems galore. Here's hoping for an update to the pack. Until then it's the default tree (not a bad tree, truth be told!).
#12
datablock ParticleData(MistParticle)
{
dragCoefficient = 0;
gravityCoefficient = -2.4;
windCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 0;
lifetimeMS = 1000;
lifetimeVarianceMS = 256;
useInvAlpha = 0;
spinRandomMin = 0;
spinRandomMax = 0;
textureName = "/art/shapes/st_particles/edge1";
spinSpeed = 0;
times[0] = 0;
times[1] = 0.7;
times[2] = 1;
colors[0] = "0.36 0.36 0.41 1";
colors[1] = "0.25 0.36 0.61 0.5";
colors[2] = "0.26 0.46 0.51 0.";
sizes[0] = 8.451;
sizes[1] = 8.451;
sizes[2] = 8.9067;
};
As you can see testureName says the name of edge1. but is missing the png extension. I can't be bothered testing this right now, but maybe one of you guys could? To clarify, I believe the function should be:
datablock ParticleData(MistParticle)
{
dragCoefficient = 0;
gravityCoefficient = -2.4;
windCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 0;
lifetimeMS = 1000;
lifetimeVarianceMS = 256;
useInvAlpha = 0;
spinRandomMin = 0;
spinRandomMax = 0;
textureName = "/art/shapes/st_particles/edge1.png";
spinSpeed = 0;
times[0] = 0;
times[1] = 0.7;
times[2] = 1;
colors[0] = "0.36 0.36 0.41 1";
colors[1] = "0.25 0.36 0.61 0.5";
colors[2] = "0.26 0.46 0.51 0.";
sizes[0] = 8.451;
sizes[1] = 8.451;
sizes[2] = 8.9067;
};
Hope this works.
EDIT: Also, apologies for the sloppy cut-paste here.
12/30/2011 (3:41 am)
Looking into ~art/datablocks/waterfall_emitters.cs I found this function:datablock ParticleData(MistParticle)
{
dragCoefficient = 0;
gravityCoefficient = -2.4;
windCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 0;
lifetimeMS = 1000;
lifetimeVarianceMS = 256;
useInvAlpha = 0;
spinRandomMin = 0;
spinRandomMax = 0;
textureName = "/art/shapes/st_particles/edge1";
spinSpeed = 0;
times[0] = 0;
times[1] = 0.7;
times[2] = 1;
colors[0] = "0.36 0.36 0.41 1";
colors[1] = "0.25 0.36 0.61 0.5";
colors[2] = "0.26 0.46 0.51 0.";
sizes[0] = 8.451;
sizes[1] = 8.451;
sizes[2] = 8.9067;
};
As you can see testureName says the name of edge1. but is missing the png extension. I can't be bothered testing this right now, but maybe one of you guys could? To clarify, I believe the function should be:
datablock ParticleData(MistParticle)
{
dragCoefficient = 0;
gravityCoefficient = -2.4;
windCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 0;
lifetimeMS = 1000;
lifetimeVarianceMS = 256;
useInvAlpha = 0;
spinRandomMin = 0;
spinRandomMax = 0;
textureName = "/art/shapes/st_particles/edge1.png";
spinSpeed = 0;
times[0] = 0;
times[1] = 0.7;
times[2] = 1;
colors[0] = "0.36 0.36 0.41 1";
colors[1] = "0.25 0.36 0.61 0.5";
colors[2] = "0.26 0.46 0.51 0.";
sizes[0] = 8.451;
sizes[1] = 8.451;
sizes[2] = 8.9067;
};
Hope this works.
EDIT: Also, apologies for the sloppy cut-paste here.
#13
12/30/2011 (4:59 pm)
Ok I just tested this and I was totally wrong. In fact I didn't even NEED to test it to see that it wouldn't fix it. None of the materials files use the file extension. Back to the drawing board then.
#14
Anyway it seems that the waterfall is causing the problems, and that edge1 seems to be the culprit. However I have no idea why or what to do about it.
12/30/2011 (5:24 pm)
In ~art/datablocks/datablockExec.cs I commented out waterfall.cs and waterfall_emitters.cs and it loaded pretty much as expected. I am now getting missing textures etc in the levels, but I have the assets only version so that's not an issue. I at least have my greenery. Yay! Anyway it seems that the waterfall is causing the problems, and that edge1 seems to be the culprit. However I have no idea why or what to do about it.
#15
to
removing the first "/" mark did the trick there!!
Hope it helps.....
10/11/2012 (11:30 pm)
Dan, I had the same problem and fixed the waterfall hangup by:/art/shapes/st_particles/edge1.png
to
art/shapes/st_particles/edge1
removing the first "/" mark did the trick there!!
Hope it helps.....
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