Milkshape - TSMaterialList::getFlags:index out of range
by Jeff Trier · in Artist Corner · 03/26/2003 (6:56 am) · 4 replies
I am getting this error (TSMaterialList::getFlags:index out of range) everytime I export a model using options, then drop it into the game via editor.
The option I am trying to use is: opt: "scale=0.1".
After the game crashes and I open the log file,I get this from console.txt:
//---------
... Stuff above
Loading compiled script common/editor/editorRender.cs.
Fatal: (c:\windows\desktop\torquedl\torquehead113\torque\engine\ts\tsmateriallist.cc @ 131) TSMaterialList::getFlags: index out of range
... Stuff below
//---------
The directory that the above error is pointing at is actually where I stored my HEAD version, then I compiled it and moved all the compiled folders to another folder into my "D" drive. I did this a week or so ago, and moving the directories was never a problem, except for in this case.
What is even more interesting is that I didn't compile the milkshape exporter but rather downloaded a precompiled version, which is where I would expect the error to come from.
Any ideas?
Thanks,
-Jeff
The option I am trying to use is: opt: "scale=0.1".
After the game crashes and I open the log file,I get this from console.txt:
//---------
... Stuff above
Loading compiled script common/editor/editorRender.cs.
Fatal: (c:\windows\desktop\torquedl\torquehead113\torque\engine\ts\tsmateriallist.cc @ 131) TSMaterialList::getFlags: index out of range
... Stuff below
//---------
The directory that the above error is pointing at is actually where I stored my HEAD version, then I compiled it and moved all the compiled folders to another folder into my "D" drive. I did this a week or so ago, and moving the directories was never a problem, except for in this case.
What is even more interesting is that I didn't compile the milkshape exporter but rather downloaded a precompiled version, which is where I would expect the error to come from.
Any ideas?
Thanks,
-Jeff
About the author
Originally a Classical/Metal musician, I've always been attracted to anything involving computers, including: Networking, PC Building and Repair, software design and coding. I've been involved with game design and development for over 10 years.
#3
I am having the exact same problem with the window1.dts example, I am using from the advanced book. I am new to Milkshape and I do not understand what the "fake" and a "real" textures are, given in Kurtis' explanation.
Any help?
Randy
I do have a Material (real) texture that comes before the collision box in the Milkshape "Groups" list.
07/27/2006 (6:07 pm)
Hi I am having the exact same problem with the window1.dts example, I am using from the advanced book. I am new to Milkshape and I do not understand what the "fake" and a "real" textures are, given in Kurtis' explanation.
Any help?
Randy
I do have a Material (real) texture that comes before the collision box in the Milkshape "Groups" list.
#4
07/28/2006 (8:49 pm)
Fake material in Milkshape has no texture assign to it. It is material create and rename to something like opt: "scale=0.1". The export read this and scale the model. If you dowload the new export for milkshape you dont i have to create fake materials. I hope this make sense it late I am sleep.
Torque Owner Kurtis Seebaldt