Precipitation in HEAD?
by Edward Smith · in Torque Game Engine · 10/02/2003 (2:02 am) · 17 replies
Precipitation in the lastest HEAD seems to crash TGE.
I put it in to the mission save it and then go back into the mission and get an error during the loading of objects.
If I remove the rain it works fine.
Is anyone else getting this?
I put it in to the mission save it and then go back into the mission and get an error during the loading of objects.
If I remove the rain it works fine.
Is anyone else getting this?
About the author
Currently working on a WW2 FPS game.
#2
I tryed it in a different system running win98 and get an illegel operation.
The two systems are:
CPU:AMD XP 2200+ @1800MHz
RAM: DDR 512MB 333MHz
Video Card: nVidia GeForce FX5200 128MB
OS:WinXP Pro SP1
CPU:Intel PIII 500MHz
RAM: SDRAM 256MHz
Video Card: nVidia GeForce 2MX 64MB
OS:Win98SE
Running in OpenGL mode haven't tried DX. Don't think it'll make much difference hopefully not!
Thanks
10/02/2003 (4:42 pm)
Its a memory mislocation.I tryed it in a different system running win98 and get an illegel operation.
The two systems are:
CPU:AMD XP 2200+ @1800MHz
RAM: DDR 512MB 333MHz
Video Card: nVidia GeForce FX5200 128MB
OS:WinXP Pro SP1
CPU:Intel PIII 500MHz
RAM: SDRAM 256MHz
Video Card: nVidia GeForce 2MX 64MB
OS:Win98SE
Running in OpenGL mode haven't tried DX. Don't think it'll make much difference hopefully not!
Thanks
#3
10/03/2003 (2:43 am)
Anyone else getting this?
#4
10/03/2003 (9:13 am)
If i move the precip code from scene.cs to racing.cs it crashes at the same time as above
#5
10/03/2003 (6:55 pm)
I'm putting the rain in to the mission file which has always worked before.
#6
10/03/2003 (7:53 pm)
Or can't we put rain in the mission files anymore? but have to use a function like in the demo? which would seem useful if we had say day-night etc. But otherwise abit of a pain.
#7
eg. in missionname.mis
new Precipitation(Precipitation) {
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
nameTag = "Rain";
dataBlock = "Rain"; //HeavyRain, snow whatever...
offsetSpeed = "0.25";
minVelocity = "3";
maxVelocity = "4";
color1 = "1.000000 1.000000 1.000000 1.000000";
color2 = "-1.000000 0.000000 0.000000 1.000000";
color3 = "-1.000000 0.000000 0.000000 1.000000";
percentage = "1";
maxNumDrops = "2000";
maxRadius = "125";
locked = "false";
};
Is anything wrong with this?
The Percipitation DataBlock's I'm using:
datablock AudioProfile(RainSound)
{
filename = "~/data/sound/world/rain.ogg";
description = AudioLooping2d;
};
datablock PrecipitationData(Rain)
{
type = 1;
materialList = "~/data/textures/rain.dml";
soundProfile = "RainSound";
sizeX = 0.1;
sizeY = 0.9;
movingBoxPer = 0.35;
divHeightVal = 1.5;
sizeBigBox = 1;
topBoxSpeed = 20;
frontBoxSpeed = 30;
topBoxDrawPer = 0.5;
bottomDrawHeight = 40;
skipIfPer = -0.3;
bottomSpeedPer = 1.0;
frontSpeedPer = 1.5;
frontRadiusPer = 0.5;
};
^-- in a file called weather.cs :-P.
This workings fine if I add it in using the mission editor, but when I save and then exit the mission and come back, it chrashs on "Loading Objects" nothing is said in the console.log which says why this is so.
The last three lines in the .log are:
Mapping string: MissionStartPhase2Ack to index: 1
Could not locate texture: fps/data/interiors/evil1/ORIGIN
Could not locate texture: fps/data/interiors/evil1/TRIGGER
please if anyone has any idea please say so I would really like to know why this doesn't work anymore(worked before lastest inputs in to Head).
10/03/2003 (9:03 pm)
Does any one have rain working in the lastest Head were the instancing of the Precipitation object is in the .mis file?eg. in missionname.mis
new Precipitation(Precipitation) {
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
nameTag = "Rain";
dataBlock = "Rain"; //HeavyRain, snow whatever...
offsetSpeed = "0.25";
minVelocity = "3";
maxVelocity = "4";
color1 = "1.000000 1.000000 1.000000 1.000000";
color2 = "-1.000000 0.000000 0.000000 1.000000";
color3 = "-1.000000 0.000000 0.000000 1.000000";
percentage = "1";
maxNumDrops = "2000";
maxRadius = "125";
locked = "false";
};
Is anything wrong with this?
The Percipitation DataBlock's I'm using:
datablock AudioProfile(RainSound)
{
filename = "~/data/sound/world/rain.ogg";
description = AudioLooping2d;
};
datablock PrecipitationData(Rain)
{
type = 1;
materialList = "~/data/textures/rain.dml";
soundProfile = "RainSound";
sizeX = 0.1;
sizeY = 0.9;
movingBoxPer = 0.35;
divHeightVal = 1.5;
sizeBigBox = 1;
topBoxSpeed = 20;
frontBoxSpeed = 30;
topBoxDrawPer = 0.5;
bottomDrawHeight = 40;
skipIfPer = -0.3;
bottomSpeedPer = 1.0;
frontSpeedPer = 1.5;
frontRadiusPer = 0.5;
};
^-- in a file called weather.cs :-P.
This workings fine if I add it in using the mission editor, but when I save and then exit the mission and come back, it chrashs on "Loading Objects" nothing is said in the console.log which says why this is so.
The last three lines in the .log are:
Mapping string: MissionStartPhase2Ack to index: 1
Could not locate texture: fps/data/interiors/evil1/ORIGIN
Could not locate texture: fps/data/interiors/evil1/TRIGGER
please if anyone has any idea please say so I would really like to know why this doesn't work anymore(worked before lastest inputs in to Head).
#8
hobbiticus.acm.jhu.edu/gg/
Try those. I thought I had emailed these to mark at one point...
EDIT: made link clickable
10/14/2003 (6:25 pm)
Try the files in this directory and recompile, see if that works. The problem was probably my fault, because I had "fixed" frame-dependent rendering, but apparently I had done it the wrong way. This is a much simpler fix and should probably be put into torque head.hobbiticus.acm.jhu.edu/gg/
Try those. I thought I had emailed these to mark at one point...
EDIT: made link clickable
#9
Oh Chris, any progress on the CG? ;-)
10/14/2003 (10:12 pm)
Ah thank you so much :-). Its nice to have good old rain back again.Oh Chris, any progress on the CG? ;-)
#10
10/15/2003 (9:22 am)
Ok, apparently I forgot to multiply by 32 to get the speed in the correct timeframe. I updated the files.
#11
I tried my first code-based mod from the Resources area - I chose rain as it seemed pretty simple and was having the same problems as Edward. Glad to see it wasn't me :)
-Dan
10/15/2003 (9:54 pm)
Excellent!I tried my first code-based mod from the Resources area - I chose rain as it seemed pretty simple and was having the same problems as Edward. Glad to see it wasn't me :)
-Dan
#12
Matt
02/27/2004 (10:16 am)
I am have been having the same problem and was excited when I saw this thread. We are working with a HEAD version from January and we added precipitation to the stage it would crash on load. I have used the files that Chris has up and I could not get it to compile. If anybody can help me out I would really appreciate it. Thanks in advance. Matt
#13
02/27/2004 (10:30 pm)
Update from the current head. It's all fixed in there.
#14
11/30/2004 (11:32 am)
Is this still an issue? I am using the 1.3.0 that is on "my garage" and rain crashes everytime for me.
#15
11/30/2004 (1:57 pm)
I just got my rain from the demo game its pretty easy you just move enviroment.cs and then the enviroment folder with all the pics. of course add it in game.cs go into your game and put it in through mission/precipitation I think thats right then change it to heavy rain and its in.
#16
11/30/2004 (3:03 pm)
Eman, no this is no longer an issue, it should work fine. Are you using a 1.3 executable with precipitation scripts built for an earlier version of the engine?
#17
11/30/2004 (3:08 pm)
I used the demo.head files and after some copying of files i managed to get it working in the fps.shooter. Now to make it so i can use it. lol. damn newbie I am. will keep messing with it.
Associate Mark Frohnmayer