FxImageMap and fxCollisionMaterial warnings
by Matt Sayre · in Torque Game Builder · 03/10/2005 (1:41 pm) · 7 replies
I'm new to scripting, but I've gotten pretty far on my first tiny game. T2D is completely addicting.
Anyway, I just added collision to one of my images and now I have these two gray console warnings:
fxStaticSprite2D::setImageMap() - fxImageMapDatablock2D Datablock is invalid! (1562)
and
fxSceneObject2D::setCollisionMaterial() - Invalid fxCollisionMaterialDatablock2D datablock ((null))
I commented out all the new collision stuff and I still get the warning. The client dso recompiles so I have no idea why they'd still be appearing. Should I be worried? What do they mean? The invalid fxImageMap Datablock is especially perplexing since they all seemed to be fine before I added the collision script. This is probably basic stuff but I can't find info on this anywhere, so I though I'd ask here.
The game's working fine and the collision stuff works as it should but I hate getting warnings! I'd like to get rid of them all. I can provide the client.cs file if that'll help.
Thanks
Anyway, I just added collision to one of my images and now I have these two gray console warnings:
fxStaticSprite2D::setImageMap() - fxImageMapDatablock2D Datablock is invalid! (1562)
and
fxSceneObject2D::setCollisionMaterial() - Invalid fxCollisionMaterialDatablock2D datablock ((null))
I commented out all the new collision stuff and I still get the warning. The client dso recompiles so I have no idea why they'd still be appearing. Should I be worried? What do they mean? The invalid fxImageMap Datablock is especially perplexing since they all seemed to be fine before I added the collision script. This is probably basic stuff but I can't find info on this anywhere, so I though I'd ask here.
The game's working fine and the collision stuff works as it should but I hate getting warnings! I'd like to get rid of them all. I can provide the client.cs file if that'll help.
Thanks
#2
I figured out how to get the warnings to go away, but now I'm not sure why. I had commented out the "exec("./demoDatablocks.cs");" line. When I let it load demoDatablocks.cs, I don't get the warnings anymore. But I'm not sure what is in there that is satisfying client.cs. (it's the same demodatablocks.cs that came with T2D, I did no modifying)
Here are the client.cs and datablocks.cs files.
Thanks very much, Melv! Your support for T2D is incredible.
03/10/2005 (3:02 pm)
Great news about the more informative warnings! That'll be a huge help.I figured out how to get the warnings to go away, but now I'm not sure why. I had commented out the "exec("./demoDatablocks.cs");" line. When I let it load demoDatablocks.cs, I don't get the warnings anymore. But I'm not sure what is in there that is satisfying client.cs. (it's the same demodatablocks.cs that came with T2D, I did no modifying)
Here are the client.cs and datablocks.cs files.
Thanks very much, Melv! Your support for T2D is incredible.
#3
I have a feeling that it might be something in the "demoDatablock.cs" that the editors are using and need moving to the respecitive editor directories.
EDIT: It appears that the cross-hair should be in the Particle-Editor mod, not here and there maybe a use of the standard-collision material. This could be the source of the warnings. Sorry if it is. The "console.log" will tell you where it is when the error is issued.
- Melv.
03/11/2005 (1:33 am)
I couldn't see anything obvious there. Could you post me your "console.log" file?I have a feeling that it might be something in the "demoDatablock.cs" that the editors are using and need moving to the respecitive editor directories.
EDIT: It appears that the cross-hair should be in the Particle-Editor mod, not here and there maybe a use of the standard-collision material. This could be the source of the warnings. Sorry if it is. The "console.log" will tell you where it is when the error is issued.
- Melv.
#4
And indeed, I get the errors after the "loading compiled editor.cs" line. I just assumed it was something to do with client.cs. I never realized the errors came after each file was compiled... duhhh...
Thanks, Melv!! Now I can move on to the next part of my game.
(oh, and no apologies necessary!!! it's amazing what you've got here with T2D... and it's EA so no big deal)
03/11/2005 (9:43 pm)
Ah ha, the editors need something from demoDatablock.cs! That would explain it... I couldn't find a thing in client.cs that would need it. Here's the console log: console.logAnd indeed, I get the errors after the "loading compiled editor.cs" line. I just assumed it was something to do with client.cs. I never realized the errors came after each file was compiled... duhhh...
Thanks, Melv!! Now I can move on to the next part of my game.
(oh, and no apologies necessary!!! it's amazing what you've got here with T2D... and it's EA so no big deal)
#5
I'll create a "datablock.cs" for the particle editor and shift it there as it's not used anywhere else. In the meantime, you could do the same if the error gets annoying.
Either that or just include the datablock in your game for now.
- Melv.
03/13/2005 (2:45 am)
Matt: Yes, that's my bad, it's definately the particle-editor crosshair. Oops.I'll create a "datablock.cs" for the particle editor and shift it there as it's not used anywhere else. In the meantime, you could do the same if the error gets annoying.
Either that or just include the datablock in your game for now.
- Melv.
#6
I have fixed this problem. It will be included in the next update.
Thanks for the report.
- Melv.
03/18/2005 (7:11 am)
FYII have fixed this problem. It will be included in the next update.
Thanks for the report.
- Melv.
#7
03/18/2005 (7:30 am)
Melv is on a roll =0
Employee Melv May
Firstly, I have replaced those warnings so they'll be much more informative in the next update.
What T2D does is check that the datablock you specified is a valid datablock and that it is the correct type.
By all means post your "client.cs" file as well as the datablocks.
One thing to watch for is that you're passing a fxImageMapDatablock2D to the fxStaticSprite2D and not something like a collision material or chunked-image datablocks. The same goes for the collision material call.
- Melv.