Game Development Community

Renaming player.dts

by Xavier "eXoDuS" Amado · in Torque Game Engine · 01/22/2002 (5:31 pm) · 18 replies

Im trying to rename player.dts to something else
For example alien.dts.
I renamed:

player.dts to alien.dts
player.cs to alien.cs

i edit player.cs to point to alien.dts instead of player.dts ... i left the sequences as they were originally.

I also edited the server script player.cs to execute the alien.cs instead of player.cs and i edited the datablock to load alien.dts instead of player.dts
After doing all that when i load up the game it crashes... any ideas?

#1
01/22/2002 (5:51 pm)
The only thing I think could be causeing that would be that the player.dts file has things inside saying player.dts etc.......
#2
01/22/2002 (5:51 pm)
It turned to be that i had to re-export the model using the new name... renaming the .dts file wouldnt work... anyone know why?
#3
01/22/2002 (5:57 pm)
I would have to agree with Edwards suggestions that the file likely had some sort of link that it was using based on the object's filename when the DTS file was created.

Logan
#4
01/22/2002 (6:04 pm)
Re-export the player model.
Bryan
#5
01/22/2002 (7:14 pm)
probably was alien.dts was trying to load player.png and you had renamed that to alien.png.

Best thing to do when it crashes is to simply trap it in the debugger, 90% of the time is is painfully obvious.

--Rick
#6
01/23/2002 (8:22 am)
rick, i left the skins as it was... all i did was rename the model... and anyway re-exporting wont work cause the player.max that comes as example doesnt have animations... so i get a non-movable player :\
#7
01/23/2002 (9:43 am)
Did you just rename it? Or did you make a copy of it and rename it?

if you have two TSShape Constructor datablocks with the same name then it will crash.

Look in alien.cs and change:

datablock TSShapeConstructor(PlayerDts)
to

datablock TSShapeConstructor(AlienDts)

You can change it to anything you want. Just a suggestion. I had the exact same problem and it was caused by the datablock name.


Dark
#8
01/23/2002 (10:58 am)
erm... yes i copied and then renamed...mmmm... it has to be that then... im gonna try right now
Ill tell you later if it worked.
#9
01/25/2002 (12:14 pm)
no dude... changing that still crashes the game...
if i use the same model that is... if i re-export the model it works, tho the player.max that comes as example doesnt have the animations or something
#10
01/26/2002 (1:06 pm)
That's very strange.

I renamed my models fine. And can't you just export it, and use the animations already in the dsq files? They should still work, right?
#11
01/27/2002 (7:32 am)
well im not very sure how to use the exporter yet, but i opened player.max and exported the whole shape, but it wont animate, i do have the dsq's in the player folder tho...
#12
02/27/2003 (9:22 am)
Hello folks!

Well i was wondering if anyone has ever found the solution for this problem. Since i have the same problem, our modeler made a new character (which is a large mechanoid) and he name RSub... something, then i change all the reference of player.dts to the new name (in both player.cs i found, one in the shapes folder and the other one in the server folders) and torquedemo still ctash. The only thing i find strange is that in the console.log i got a message saying Validation requested, then it tell me the name of our model.

Thanks!
#13
02/27/2003 (10:29 am)
Comment out all the animation sequences in alien.cs and see if it's maybe on of them.

Ify ou take a dts and use the wrong animations it will crash as you described.
#14
02/27/2003 (11:31 am)
surprised noone picked up this one yet
but in your player.cs datablock definition file
your prolly still executing the now non exhistant player.cs from the model folder:
// Load dts shapes and merge animations
exec("~/data/shapes/player/player.cs");
#15
02/27/2003 (6:41 pm)
I am not sure what Xavier did, but on my side i did also change this to point to my new .cs file

Like i have the following now in the player.cs in the server folder :

// Load dts shapes and merge animations
exec("~/data/shapes/player/RS1mk1_2.cs");
...
shapeFile = "~/data/shapes/player/RS1mk1_2.dts";

Inside my new RS1mk1_2.cs :
datablock TSShapeConstructor(RS1mk1_2Dts)
{
baseShape = "./RS1mk1_2.dts";
};

But it still make the Torque demo crash with a page fault, like i mention in my previous post i got some strange warning/errors in the console.log

Validation required for shape: game/data/shapes/player/RS1mk1_2.dts

I have no ideas what it mean 8-(.

Is this the cause of the problem? Also i was wondering if it is because some node would be missing? (what are the specific one that are required to be there!)

Thanks!
#16
02/27/2003 (7:49 pm)
Sounds like you dont have the default animations that are Expected to instantiate a Player instance.

sad but true.

im not sure what they are but I know you need some there else it will crash
the validation is merely a crc check you can disable if you like
#17
02/27/2003 (9:10 pm)
@badguy

It seem you are right, i have indeed no animation sequence for that models. I was thinking to still be able to use the models without animation.

We cant do that right? Or is there a way via scripting to disable the animation sequence?
#18
02/28/2003 (5:37 am)
Try commenting out the execution of the merge file.