Failed to acquire asset ID
by John Walsh · in Torque 2D Beginner · 02/06/2014 (1:49 pm) · 10 replies
Hey I'm trying to make an animation sprite, an empty box shows up in game. Here are the console errors:
Asset Manager: Failed to acquire asset Id 'myModules:morgarkWalk' as it does not exist.
ImageFrameProviderCore::playAnimation() - Cannot play AnimationAsset 'myModule:morgarkWalkAnim' - Animation has no validated frames!
Here is my animation taml called morgarkWalkAnim:
Here is my image taml which is linked to my sprite sheet png:
My sprite sheet is called morgarkWalk. Also, I have two folders: 'animations' and 'images' inside 'myModule'. The animation taml is in the animations folder and the rest are in the image folder.
EDIT: Here is the code from my player.cs which calls the animation:
Asset Manager: Failed to acquire asset Id 'myModules:morgarkWalk' as it does not exist.
ImageFrameProviderCore::playAnimation() - Cannot play AnimationAsset 'myModule:morgarkWalkAnim' - Animation has no validated frames!
Here is my animation taml called morgarkWalkAnim:
<AnimationAsset
AssetName="morgarkWalkAnim"
Image="@asset=myModules:morgarkWalk"
AnimationFrames="0 1 2 3 4 5 6 7"
AnimationTime="1"
AnimationCycle="true" />Here is my image taml which is linked to my sprite sheet png:
<ImageAsset
AssetName="morgarkWalk"
ImageFile="morgarkWalk.png"
CellCountX="8"
CellCountY="1"
CellWidth="229"
CellHeight="382" />My sprite sheet is called morgarkWalk. Also, I have two folders: 'animations' and 'images' inside 'myModule'. The animation taml is in the animations folder and the rest are in the image folder.
EDIT: Here is the code from my player.cs which calls the animation:
%player.Animation = "myModule:morgarkWalkAnim";
About the author
#2
02/06/2014 (2:36 pm)
All of what you said is correctly done, I'm confused :/
#3
Can you make it 4x2 cells? I recall an issue a long time ago related to single row animations but I thought it was fixed.
02/06/2014 (2:53 pm)
What size is the image? (nvm - did the math) 1832 wide....Can you make it 4x2 cells? I recall an issue a long time ago related to single row animations but I thought it was fixed.
#4
[code]
<ModuleDefinition
ModuleID = "MyModule"
...
<DeclaredAssets
Path="assets"
Extension="asset.taml"
Recurse="true"/>
</ModuleDefinition>
[code]
This example would load everything under /assets which has the asset.taml extension.
02/06/2014 (2:53 pm)
Another thing to check, in your module.taml file, make sure that the module will automatically scan for assets[code]
<ModuleDefinition
ModuleID = "MyModule"
...
<DeclaredAssets
Path="assets"
Extension="asset.taml"
Recurse="true"/>
</ModuleDefinition>
[code]
This example would load everything under /assets which has the asset.taml extension.
#5
Anyway, 1832 is within limits (I was pretty sure, but I thought I'd look) so it might just be the single row thing.
02/06/2014 (3:05 pm)
It's weird - I remember looking at max texture sizes and I found where we set max height to 2048, but I can't find where it checks width....Anyway, 1832 is within limits (I was pretty sure, but I thought I'd look) so it might just be the single row thing.
#6
and not
This could explain why the declared assets path is not working. If you do have it setup like in the second example, then something weird is going on - but it will be difficult to figure it out without seeing your module.
02/06/2014 (8:41 pm)
From reading your first post John, I would interpret your folder structure as:myModule -- images -- animations
and not
myModule
-- assets
-- images
-- animationsThis could explain why the declared assets path is not working. If you do have it setup like in the second example, then something weird is going on - but it will be difficult to figure it out without seeing your module.
#7
to true. The asset manager will report a lot more info in the console about what it encounters.
02/06/2014 (8:49 pm)
Another helpful tip is to go into the root main.cs file and change this// Set asset database information echo. AssetDatabase.EchoInfo = false;
to true. The asset manager will report a lot more info in the console about what it encounters.
#8
02/07/2014 (4:18 am)
Maybe a typo in the post, but I see you use myModule and myModules. Check to make sure you are using one consistently.
#9
Asset Manager: Failed to acquire asset Id 'myModules:morgarkWalk' as it does not exist.
ImageFrameProviderCore::playAnimation() - Cannot play AnimationAsset 'myModule:morgarkWalkAnim' - Animation has no validated frames!
02/07/2014 (6:31 am)
Aw yeah - Mich is on it!Asset Manager: Failed to acquire asset Id 'myModules:morgarkWalk' as it does not exist.
ImageFrameProviderCore::playAnimation() - Cannot play AnimationAsset 'myModule:morgarkWalkAnim' - Animation has no validated frames!
#10
02/07/2014 (3:03 pm)
Yeah it was a typo! Thanks a lot, it works now
Torque Owner Richard Ranft
Roostertail Games
And maybe check your module.taml file - ensure that the Recurse property is "true", that your asset folder is called "assets" and that your asset taml files have the "asset.taml" extension.