Shape Valdation errors
by Devon Ly · in Torque Game Engine · 07/10/2004 (11:27 pm) · 11 replies
Does anyone know why I keep getting the error :
Validation required for shape: myshapenamegoeshere.dts?
If so how did you go about fixing it?
Validation required for shape: myshapenamegoeshere.dts?
If so how did you go about fixing it?
#2
What program you using to make your models?
07/11/2004 (2:50 am)
Hmm never come across that before, not even sure what it means!! except you got to validate your object :|??What program you using to make your models?
#3
I dont know what validation is needed and why ,my models work fine but i get this anyway.
Havent tried to figure out why yet.
But its a good question.
07/11/2004 (4:15 am)
@Devon i get this to.I dont know what validation is needed and why ,my models work fine but i get this anyway.
Havent tried to figure out why yet.
But its a good question.
#4
07/11/2004 (6:11 am)
Gonzo: what exactly does that mean? It almosts sounds as if you were snubbing me. However, it is a valid question now matter how dumb it might seem. Thought I'd save a bit of time and get an answer rather than chugging through lines of code.
#5
Doesnt seem like its an error, but rather some flag you can set with your model on wether or not the code should check if its the same model on the server.
07/11/2004 (7:01 am)
Found some relevant pieces of code in shapeBase.cc, ShapeBaseData::preload():shape = ResourceManager->load(shapeName, computeCRC);
...
if(computeCRC)
{
Con::printf("Validation required for shape: %s", shapeName);
if(server)
mCRC = shape.getCRC();
else if(mCRC != shape.getCRC())
{
dSprintf(errorBuffer, 256, "Shape \"%s\" does not match version on server.",shapeName);
return false;
}
}Doesnt seem like its an error, but rather some flag you can set with your model on wether or not the code should check if its the same model on the server.
#6
In the datablock of your shape, you can force the computeCRC with
=> computeCRC = true;
And the message in your console.log just tells you this. (it would be an error if you get after this the "Shape xy does not match version on server"
07/11/2004 (7:44 am)
It isn't an error. In the datablock of your shape, you can force the computeCRC with
=> computeCRC = true;
And the message in your console.log just tells you this. (it would be an error if you get after this the "Shape xy does not match version on server"
#7
I have found a temporary way around which seems to be working until a fix is found. I've noticed that if you enable the editor and then load newmission and after the load your original mission using the same method it seems to work. Dunno if this will help you narrow down the problem.
07/11/2004 (7:47 am)
Hmm you may be right. It still doesn't explain why it will work the pc 100% of the time. on this mac it works sometimes other times not.I have found a temporary way around which seems to be working until a fix is found. I've noticed that if you enable the editor and then load newmission and after the load your original mission using the same method it seems to work. Dunno if this will help you narrow down the problem.
#9
Im getting this error in 1.4 TLK...
And im getting it with models that i got out of the nature pack by brave tree.
What does it mean?
How do i fix it?
If it is somthing to do with the models (im sure it is) what is it? Like others have said, the models work fine, but i would like to understand this "error" or warning atlest, what causes it, why, and what do i need to do to have proper "Validation".
In english please =)
03/25/2006 (12:25 pm)
So, what is this?Im getting this error in 1.4 TLK...
And im getting it with models that i got out of the nature pack by brave tree.
What does it mean?
How do i fix it?
If it is somthing to do with the models (im sure it is) what is it? Like others have said, the models work fine, but i would like to understand this "error" or warning atlest, what causes it, why, and what do i need to do to have proper "Validation".
In english please =)
#10
So, that leads me to another question....What does computeCRC do? What would turning it off for a shape do? as in, why is it there in the first place and whats the downside to making it false? Im sure its there for a reasion.. and i dont want to make it false before i usnderstand what it does.
03/25/2006 (1:12 pm)
Ah, from another thread i found this.Quote:
1) "validation required..." that's not an error, actually. It's warning from the engine that it will compare the server's version of a shape against the client's version, using a CRC check, to make sure they are the same. You can turn this off by disabling CRC checks in the datablock for the shape. For the beast, open control/server/players/beast.cs, locate the datablock by finding "datablock PlayerData(BeastAvatar)", a few lines below that you will find "computeCRC = true;" Change that to "true" to "false".
So, that leads me to another question....What does computeCRC do? What would turning it off for a shape do? as in, why is it there in the first place and whats the downside to making it false? Im sure its there for a reasion.. and i dont want to make it false before i usnderstand what it does.
Torque Owner Gonzo T. Clown