RigidShape crashes game - RESOLVED
by Wolfgang Niebuhr · in Torque 3D Professional · 06/10/2010 (5:01 am) · 2 replies
Hello,
I'm having trouble in T3D 1.0.1 with RigidShape objects. It crashes in ShapeBase.cpp, ShapeBaseConvex::findNodeTransform on the line
S32 dl = pShapeBase->mDataBlock->collisionDetails[hullId];
Reason: collisionDetails is empty.
Although this seems a Problem with my dts, I'm pretty sure it isn't. Collision meshes are there (verified in showtool), and even more this also happens with the rocks from the full template.
This is what I did (FPS example runs fine):
- copied the rock folder ferom the template dir into the fps example directory structure, resulting in a folder ..FPS Examplegameartshapesrocks
- started the game, play deathball desert
- Opened world editor, datablock editor, create a new datablock based on RigidShapeData, name it RockData
- set shapeFile to ..gameartshapesrocksrock1.dts
- set category to Test
- save changes
- open object editor
- select structures simgroup as target for new objects (doesn't really matter...)
- open Library tab, scripted tab, select Test, then click the Rockdata
... and crash.
Although maybe I'm doing something stupid here (just started to learn again after a year being away from gaming), there surely shouldn't be such an ungraceful end, and as I said the collision mesh IS in the dts.
By the way, I tried the same in the 1.1 Beta 1, and there the datablock editor doesn't work with RigidShapeData.
-Wolfgang Niebuhr
I'm having trouble in T3D 1.0.1 with RigidShape objects. It crashes in ShapeBase.cpp, ShapeBaseConvex::findNodeTransform on the line
S32 dl = pShapeBase->mDataBlock->collisionDetails[hullId];
Reason: collisionDetails is empty.
Although this seems a Problem with my dts, I'm pretty sure it isn't. Collision meshes are there (verified in showtool), and even more this also happens with the rocks from the full template.
This is what I did (FPS example runs fine):
- copied the rock folder ferom the template dir into the fps example directory structure, resulting in a folder ..FPS Examplegameartshapesrocks
- started the game, play deathball desert
- Opened world editor, datablock editor, create a new datablock based on RigidShapeData, name it RockData
- set shapeFile to ..gameartshapesrocksrock1.dts
- set category to Test
- save changes
- open object editor
- select structures simgroup as target for new objects (doesn't really matter...)
- open Library tab, scripted tab, select Test, then click the Rockdata
... and crash.
Although maybe I'm doing something stupid here (just started to learn again after a year being away from gaming), there surely shouldn't be such an ungraceful end, and as I said the collision mesh IS in the dts.
By the way, I tried the same in the 1.1 Beta 1, and there the datablock editor doesn't work with RigidShapeData.
-Wolfgang Niebuhr
#2
Could you retest this against 1.1 Beta 2? I've been unable to reproduce it so it looks like it was fixed.
08/27/2010 (7:57 pm)
@WolfgangCould you retest this against 1.1 Beta 2? I've been unable to reproduce it so it looks like it was fixed.
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