Game Development Community

Crash when placing .difs

by Derek · in Artist Corner · 10/08/2005 (11:36 pm) · 12 replies

Whats goin on? Everything has been going perfect but now for some reason when I try to place a interior instance like a .dif object the game crashes and leaves me with -

Could not locate texture: fps/data/interiors/Vice/NULL
Could not locate texture: fps/data/interiors/Vice/ORIGIN
Could not locate texture: fps/data/interiors/Vice/TRIGGER

- I looked online for about an hour for a fix to this. All the threads are blocked that might be able to help. So I have nothing else to do but ask here. The thing is I dont remember changing any files at all. Just one second its working, the next, its not. It just crashes... Someone help please :'(

#1
10/23/2005 (3:16 pm)
Hello, its been weeks! Can anyone help me?
#2
10/23/2005 (5:27 pm)
Try to add the NULL,ORIGIN,TRIGGER files to the dir.
#3
10/23/2005 (5:49 pm)
Post in the correct forum and you might get more answers Derek.
But - nah, those errors shouldn't crash your game.
#4
10/23/2005 (6:06 pm)
Stefan is correct - those warnings are harmless.

Generally a crash on placing a .dif is one of two things:

First, if you place a zoned interior where it can overlap another zoned interior then you can get a crash. This sometimes happens with non-zoned interiors but it is more rare but you can accidently create a zoned interior if you have any sealed rooms in your interior or if the brushes aren't lined up correctly and have small sealed gaps between them. So, check to see if you can place the .dif out in empty space somewhere.

Secondly, it is possible to just plain have bad geometry in your interior that could be causing a crash in the collision or rendering code. Cut your interior in half in Quark/Hammer/Cartography Shop and re-export. If that half drops into the game cleanly then check the other half. Once you find the half that is causing the crash, then cut that half in half and place it and see if it works. Keep this up until you find the bad geometry and then fix that geometry.

Your description of the "crash" is a bit vague. Does it happen as soon as you click on the interior's name in the Mission Creator or does it happen when you relight the scene or reload (which has totally different reasons for crashing related to your lightmapping). Is it just bumping you out to the main menu with an error like "Your starter.fps is out of date" (a missing or wrongly sized texture)?
#5
10/24/2005 (8:10 am)
Also be certain that you have all of the bitmaps that the DIF requires but at run time in the engine and when you compile the DIF. Map2DIF will normally complain if it cannot find the bitmap that it needs in the same folder as the MAP file when creating the DIF, but at last check Map2DIFPlus does not. As such if you compile with Map2DIFPlus and don't have your bitmaps there that are needed you can end up crashing TGE/TSE when the DIF is loaded.
#6
10/24/2005 (2:42 pm)
Yeah, thanks for all the help guys, this has been here for a month sitting then all of a sudden in one day boom hits! Well, now to the point... the crash happens after I have selected the object to place and once I click to place it in the world it crashes with a windows error and shuts down the game. The odd thing is for no reason this started to happen, I dont belive I changed anything althought I must have at one point. I could always place objects in the levels before, and I even tried different levels and stuff, but still same crash so...
#7
10/24/2005 (10:49 pm)
Are you placing the interiors using the level editor?

If yes, then I don't know.
If you are not using the level (world) editor in torque, and loading the interiors at run time, then the textures are not being properly loaded, and the fix is a source code change. Very simple, but it does require a recompile.
#8
10/25/2005 (3:15 am)
@Derek

That sounds odd. Are all your interiors behaving this way? Have you tried with any of the standard ones that come with TGE?

@J. Alan Atherton

I'm not sure what you're talking about. You can load an interior without it's textures, and even if it didn't work - why would a source code change remedy the problem?

The NULL, PORTAL, ORIGIN, TRIGGER textures never need to be used. It's just a harmless error message.
#9
10/25/2005 (7:45 am)
@Stefan

If you use script to create a new instance of an interior which has not been loaded into the map yet, and the editor is not running, the lightmap textures will not load, although the engine is expecting them.
See this thread for the original run-through.

I understand that the NULL, PORTAL, ORIGIN, and TRIGGER textures are unnecessary and are just console spam. The issue I'm talking about is different. It may or may not be Derek's issue.
#10
10/25/2005 (4:44 pm)
I still cant figure it out, I guess i'm gona look through the log again and re-read over it again to see if I missed anythin. Also, yes this happens when I am in the ingame mapeditor and I place a .dif object.
#11
10/26/2005 (8:36 am)
If you have CVS or some sort of backup I would suggest rolling back to that while you look in your BSP editor to figure out what got messed up in your file and then try to re-export again with the information that everyone has noted above.
#12
10/26/2005 (8:59 am)
Derek I have a couple of questions and one I am sure was asked but I didn't see a answer to.

Have you tried placing say tower.dif and do you receive the crash, if not are your objects say pretty large? I find if I model and make brushes too large then export which you can do easily when trying to place them the engine would crash. If you do have a large brush then try to break it up into smaller brushes still making the same shape but the smaller brushes would be less likely to crash the engine.

Best of luck.