Vehicle size limit?
by Bill Vee · in Torque Game Engine · 12/27/2005 (7:37 am) · 7 replies
Is there a size limit for vehicles?
I have a space-carrier type model I made that when I add it to the game it crashes the game.
Just to give a size comparison it is about 30 times larger than the buggy from the starter.racing resource.
If I scale back the size to just 10 times larger it works fine but anything above 12 it crashes the game.
I first thought it may be the collision mesh but it is now a simple bounding box and still it will crash the game.
I exported it from Milkshape.
I am now thinking the vehicle datablock may have something to do with it.
I have read some threads on the early problems with the vehicle datablocks that crashed the game but no clear answers on a fix for large vehicles.
I have a space-carrier type model I made that when I add it to the game it crashes the game.
Just to give a size comparison it is about 30 times larger than the buggy from the starter.racing resource.
If I scale back the size to just 10 times larger it works fine but anything above 12 it crashes the game.
I first thought it may be the collision mesh but it is now a simple bounding box and still it will crash the game.
I exported it from Milkshape.
I am now thinking the vehicle datablock may have something to do with it.
I have read some threads on the early problems with the vehicle datablocks that crashed the game but no clear answers on a fix for large vehicles.
#2
Unhandled exception at 0x006e7164 in tourquesDemo_DEBUG.exe
0xc00000005: Access violation reading location 0xd1e93200
It fails at line 232 in mplane.h------F32 bx = l.x-j-x;
In Function inline void PlaneF::set(const Point3F& k,const Point3F& j,const Point3F& l);
The this is valid showing a value of ox03f66bf0{d=5.235517} of type PlaneF* const
The "l" on the line it fails is invalid showing just ??? as values and the type is const Point3f &.
This was on a clean 1.4 with just a carrier.cs script added to the game.cs.
The datablock for the dts works fine if it is less than 13 times larger than the buggy.dts.
12/27/2005 (1:12 pm)
The error is Unhandled exception at 0x006e7164 in tourquesDemo_DEBUG.exe
0xc00000005: Access violation reading location 0xd1e93200
It fails at line 232 in mplane.h------F32 bx = l.x-j-x;
In Function inline void PlaneF::set(const Point3F& k,const Point3F& j,const Point3F& l);
The this is valid showing a value of ox03f66bf0{d=5.235517} of type PlaneF* const
The "l" on the line it fails is invalid showing just ??? as values and the type is const Point3f &.
This was on a clean 1.4 with just a carrier.cs script added to the game.cs.
The datablock for the dts works fine if it is less than 13 times larger than the buggy.dts.
#3
12/27/2005 (1:19 pm)
Try adding it to the world as a static shape(at 30x size) and see if it crashes. If it does, then Torque probably just can't handel soemthing that size.
#4
If you fire at it the projectiles explode on its collision box as expected.
12/27/2005 (1:24 pm)
As a staic shape it can be added fine.If you fire at it the projectiles explode on its collision box as expected.
#5
Milkshape is doing odd things to the collision mesh above a certain size.
I exported out with a visable collision mesh and it is coming out concave?????
12/27/2005 (1:43 pm)
OK think I found the problem.Milkshape is doing odd things to the collision mesh above a certain size.
I exported out with a visable collision mesh and it is coming out concave?????
#6
12/27/2005 (1:52 pm)
Replaced the ms2dts dll in milkshape with the current build and fixed the problem.
#7
12/31/2005 (3:16 pm)
Awesome!
Associate Ben Garney