Game Development Community

Builder crashes when I do pretty much anything.

by Ian Winter · in Torque X 3D · 05/16/2009 (12:57 pm) · 17 replies

Just tried to create my first project, but as soon as I create it in Visual Studio and run or don't run the game and try and use the Builder it crashes as soon as I double click an asset like for example the bright sky asset. The same thing happens using the add asset button.

Have I missed something in getting started?

#1
05/17/2009 (8:09 am)
I'm seeing the same problems. It crashes when I do almost anything. I have never been able to make a simple scene and then load it back later. Loading almost always results in in a gray screen. Adding assets to a new scene is a 50/50 chance that it'll crash. A number of other activities also cause it to crash.
#2
05/18/2009 (5:39 pm)
This is a 1.0 release, so there are bound to be some crashes. But, it sounds like your running into way more than expected. It's important that your game projects be compiled first, since the 3D builder works with compiled .xnb assets. Also, it seems there's still a problem when your project folder has a period in the name. That's one of the reasons why the FPS demo project has trouble loading. Can you share a few details?

1. Operating system: XP/Vista-32/Vista-64
2. Vista UAC ON/OFF... Allow or Cancel?
3. Visual Studio version: Express/Pro/etc.
4. What you were doing when the crash occured

This will help to narrow down the problem so that we can put out an even better next release.

John K.
www.envygames.com
#3
05/18/2009 (6:39 pm)
1. Vista 32
2. UAC Off
3. VS 2008 Pro

4. The big one is it goes to a gray screen when I load a scene. If I get a gray screen, pretty much touching anything results in a null ref error. The other issue was trying to run the builder for a project I hadn't compiled yet.

I managed to finally track down what might have been the most major issue. I was unable to run the starter 3d game that's created from VS's New Project menu. The deserializer wasn't able to recognize any of the 3D types in the txscene file. I changed the assembly name of Torque3D to GarageGames.TorqueX.Framework3D and that seems to have cleared up all the issues I was having with the game or builder crashing. I have no idea why doing that affects anything but it seems to make a difference.

The other major issue that's stopping me from using the builder is, if I add my own XML for custom components to the scene file and then open that file up with the builder, it cuts out XML for the custom components and then when I save I lose all of my changes. It's forced me to make scene files manually (a real pain) or do everything in C# until that issue is resolved. By the way, thanks for responding. I'm really excited about being able to use the scene builder once it's in a little better shape. By the way, I've got your book in my hands right now. Very useful chapter on lighting and materials and the 3D section is definitely helpful. Thanks.
#4
05/19/2009 (12:16 am)
Hi John,
Thanks for the reply. Details are:

1. OS: Vista 64 Ultimate.
2. UAC: On, allow.
3. Visual Studio 2008 Pro
4. Most options in the right hand menu cause a crash - I've not actually managed to do anything with the scene yet as everything from adding an assett to selecting bright sky and that sort of thing just caused an instant crash.
5. Video card: Asus GeForce GTX 280 1024MB

I've been working with the compiled project - I assume it doesn't matter if it's compiled as debug or release? There isn't a period in my project name either if that helps. I installed to C:DevSoftwareTorque and then the default Torque X 3D folder names under there if that helps.

I'll have a fiddle round with it tonight to see if I can get you anymore info or if I can do anything to rectify the issue - must UAC be off to use Torque X 3D? I'm quite content with it on personally, but I can try disabling that I guess if really need be.
#5
05/19/2009 (1:39 pm)
Just a follow up, tried disabling UAC and it made no difference.
#6
05/19/2009 (8:15 pm)
Sorry, one last question... could you please edit your posts to also include the video cards you're using?

John K.
www.envygames.com
#7
05/19/2009 (8:37 pm)
One more thing, there's a new update to Torque X that was just posted. It mostly addresses the Creator's Club activation and bugs in the 2D builder, but it might be worth getting the very latest and retrying these issues.

John K.
www.envygames.com
#8
05/20/2009 (5:39 am)
Geforce 8400M on my laptop, Geforce 8800 on my PC. I'll pull down the update tonight. Thanks.
#9
05/20/2009 (6:02 am)
What is the version number of the new release? The download links still show 3.0.0.0.
#10
05/20/2009 (2:04 pm)
Unfortunately, the version number was not changed.

John K.
www.envygames.com
#11
01/26/2010 (12:32 pm)
Any update on this issue? I'm about to start a 3D game and to me the Builder is not usable at all. It was so using Vista, I upgraded to Windows 7 and still have the very same behaviour: whatever I try to do I get a crash.
#12
01/26/2010 (10:57 pm)
John's blog and some other posts he's made say the team is almost done hooking up TX3D to use the Torque3D editor, so I imagine there will be no more updates to TX3D Builder.
#13
01/29/2010 (8:45 pm)
Well... the issue here is that I'm just stuck waiting for a fix.
#14
01/29/2010 (9:19 pm)
Most of us are stuck waiting for that editor upgrade in order to get needed features.
#15
01/29/2010 (11:00 pm)
I use code instead of the builder. I like the T3D editor so I may switch to using it, but I'm betting that it's going to use that serialized xml format but I don't like it, so I guess I'm stuck using code.
#16
01/30/2010 (11:14 am)
Yeah, I'm coding myself the levels files, but that sucks... really.
#17
01/31/2010 (11:42 pm)
I've actually created a web based database driven level editor that spits out the xml that will pop right into builder..I am still testing it piece by peice, component by component..but..it is the only why I could think of to organize my large fps project..and to script and place 35 buildings, 55 textures, normal maps, to the built in material library ready to go with a cut a paste operation..in 5 minutes

take a look www.forcevfx.com/GameBuilder

once all the great built in 3d components are in that database, you can easly reuse , attached components..and see your level, or scene hierarchry in top down connected way...

I am a one man team..so organization, code portability, was critical using a T3D core datablock as a reference..

your specific data..model names, materials, etc..are just wrapped in specic code delimeters - so you can really port all assets and most components to T3D, TX3D. and .cs from the same base asset data names and most game funcionality...that's what the next realese and the world builder is truly going to do...a gui wrapper

it will upload my ascii .fbx file, extract my maya position, materials and image names and build the scripts automaticaly..