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Bug: ShapeBaseImage Mounted to 0 causing crashes

by JesseL · in Torque 3D Professional · 05/06/2009 (10:50 am) · 10 replies

I created a dts shape and mounted an image of it to the player's mount 0 slot. When either the player or the camera get far enough away from eachother it crashes the game. I've tried it with the shapebasedimage objects that are in torque already and cannot get it to reproduce the behavior. What would cause that?
I tested unmounting the image and moving wherever in game with the camera and it does not cause the crash but if it is mounted while the camera is far enough away it causes the crash.

The mounted image kind of looks like a single lego block with the nub on top and the cavity on bot. It looks like shadow rendering is rendering in the underside of the block not sure if that has something to do with it.

About the author

I just realized that if I wanted to create a cat that caught on fire and ran up a telephone pole and then burst into a blue waterfall. That wouldn't be to hard!


#1
05/06/2009 (11:30 am)
Logged as THREED-429
#2
05/13/2009 (3:31 am)

JesseL, can you send me the DTS file with which the crash is happening? That would great. (Email address is in my profile)
#3
05/13/2009 (8:38 am)
I'm sure you could make a box and turn it upside down and get the same effect.
#4
05/13/2009 (8:42 am)
Quote:
the camera get far enough away from eachother it crashes
Does the shape have a Billboard or auto-generated billboard?
#5
05/13/2009 (5:16 pm)
tsDump for:
F:\\Torque\Torque 3D 2009 Beta 1\My Projects\ProjectName\game\scripts\T3D port\shapes\blocky.dts

Shape Hierarchy:

Detail:
detail40, Subtree 0, objectDetail 0, size 40
detail25, Subtree 0, objectDetail 1, size 25
collision-1, Subtree 0, objectDetail 2, size -1

Subtrees:
subtree 0
main
start
cube40--> Object cube with the following details: 40 25
Cylinder40--> Object Cylinder with following details: 40

Sequences:

Material list:
material #0: "base.blank".
material #1: "top.blank".
#6
05/13/2009 (11:49 pm)
Just a thought, you have two LoDs set and no objects for the smaler of those LoDs. That normally would just render nothing when you get far enough from the object, but it looks like, for some reason, the exporter thought that "cube" had a 25px detail (doesn't appear to actually exist). Since the issue is about distances from the camera, it seems plausible there's a connection here.
#7
05/14/2009 (5:25 am)
The idea is to create the lowest possible poly count for distance to perserve system speed when there are multiple players in the game world.
#8
05/14/2009 (6:35 am)
I always set a LOD to empty. I'm under the impression that the engine (TGE/A) should stop rendering when it gets below the lowest LOD, but in my experience that just didn't happen, thus inserting an empty LOD makes certain it won't render at extreme distances.

The only camera-to-object distance based crashes I have encountered in T3D are due to it baulking at BillBoards.
#9
09/22/2009 (12:43 pm)
@JesseL:
Is this still happening with your object? If so, it would be great if you could email me your object for testing. Thanks!

- Dave
#10
09/22/2009 (1:22 pm)
JesseL,
try to remove the collision scheme.