T3D 1.2 - Applying Visible Mesh collision causes fatal error
by Richard Hebblewhite · in Torque 3D Professional · 02/18/2012 (4:51 am) · 2 replies
Build: 1.2 Pro (clean install).
Platform: Windows 7, x64.
Target: In-game editors AND mission loading GUI.
Issues: Whilst using a project derived from any PhysX enabled template (confirmed for FPS Tutorial and Full PhysX), attempting to load a mission file that has an object with the collisionType field set to "Visible Mesh" results in a fatal error.
Console always reports the following error:
D:swphysxPhysXSDK2.8.4trunkSDKsPhysicssrcNpScene.cpp(899) : Supplied NxActorDesc::checkValid
Related Issue: Whilst in game, if you add an object and then attempt to set the collisionType via the properties window, selecting "Visible Mesh" also causes an instant crash.
Steps to repeat: Issue 1
Assuming your assets are already in place...
1. Add a mission file to your levels folder that contains any object that has a Visible Mesh collision type
2. Launch your game and attempt to load the mission
Steps to repeat: Issue 2
1. Whilst in game, press F11.
2. Navigate to Library --> Meshes
3. Add a new shape file to your scene
4. Select the newly created shape file, and change the CollisionType field to Visible Mesh.
Suggested Fix: If you have a mission file (particularly one that you are trying to port) thats causing this issue. Manually edit all entries relating to "Visible Mesh" collision types and change them to "Collision Mesh". This will solve the problem.
Notes:
I'm using a completely clean install and was porting a mission + assets from a 1.1 project.
I resorted to cutting out all of the mission content and pasting it back in one object at a time until I got the above error again. After playing with values, I found that the Visible Mesh type was causing it...
Anyhow... Not sure if this has been logged already, but it's something I spotted a while back. A thread I came across by someone else the other day reminded me of it. Since not much has been said about it on the forums, this could in fact be a simple configuration issue on my system.
Platform: Windows 7, x64.
Target: In-game editors AND mission loading GUI.
Issues: Whilst using a project derived from any PhysX enabled template (confirmed for FPS Tutorial and Full PhysX), attempting to load a mission file that has an object with the collisionType field set to "Visible Mesh" results in a fatal error.
Console always reports the following error:
D:swphysxPhysXSDK2.8.4trunkSDKsPhysicssrcNpScene.cpp(899) : Supplied NxActorDesc::checkValid
Related Issue: Whilst in game, if you add an object and then attempt to set the collisionType via the properties window, selecting "Visible Mesh" also causes an instant crash.
Steps to repeat: Issue 1
Assuming your assets are already in place...
1. Add a mission file to your levels folder that contains any object that has a Visible Mesh collision type
2. Launch your game and attempt to load the mission
Steps to repeat: Issue 2
1. Whilst in game, press F11.
2. Navigate to Library --> Meshes
3. Add a new shape file to your scene
4. Select the newly created shape file, and change the CollisionType field to Visible Mesh.
Suggested Fix: If you have a mission file (particularly one that you are trying to port) thats causing this issue. Manually edit all entries relating to "Visible Mesh" collision types and change them to "Collision Mesh". This will solve the problem.
Notes:
I'm using a completely clean install and was porting a mission + assets from a 1.1 project.
I resorted to cutting out all of the mission content and pasting it back in one object at a time until I got the above error again. After playing with values, I found that the Visible Mesh type was causing it...
Anyhow... Not sure if this has been logged already, but it's something I spotted a while back. A thread I came across by someone else the other day reminded me of it. Since not much has been said about it on the forums, this could in fact be a simple configuration issue on my system.
About the author
Senior Lecturer at Glyndwr University, Wrexham. Director of RareBit Interactive & Programme Director for Computer Game, Immersive Technology and Creative Computing Programmes.
#2
I think its gotta be systemic as it affected a whole range of assets. Basically anything that was set to Visible Mesh collision.
Interestingly, the same mission file worked perfectly fine in projects derived from the standard empty and full templates. Since loads of people havent started complaining like mad I'm guessing it must be something screwey on my system...
I tried it again this morning with 3DAAK (which derives from the empty template) and it works perfectly.
02/19/2012 (8:00 am)
Hey Scott,I think its gotta be systemic as it affected a whole range of assets. Basically anything that was set to Visible Mesh collision.
Interestingly, the same mission file worked perfectly fine in projects derived from the standard empty and full templates. Since loads of people havent started complaining like mad I'm guessing it must be something screwey on my system...
I tried it again this morning with 3DAAK (which derives from the empty template) and it works perfectly.
Associate Scott Burns
GG Alumni
Can you send me the asset you're having trouble with? It sounds like the problem is either something at the system level or possibly with the asset.