Game Development Community

Sun Azimuth Crash

by Faraz Ahmed · in Torque Game Engine · 05/30/2006 (6:07 am) · 1 replies

Hi posting again from the public forums...

Hello,

This is related to TLK 1.4 (out of the box). I have run into an odd bug with a new player model that I'm placing into the mission. When I change the azimuth of the Sun to anything but 0 the engine crashes. I've triple checked the alignment of the new models bounding box and the mesh as compared to the orc player model. The shadow on the orc player model changes angle correctly. The crash only happens when my new model is in the mission (as a static shape or as an AIPlayer) and the azimuth of the sun is other than 0. At azimuth 0 the model appears correcly and also animates correctly. Also, the engine doesn't crash if I add the model as a TSStatic and change the azimuth.

Has anyone seen this before? Where should I be poking around to resolve this? Any pointers would be greatly appreciated.

Thanks.

Replied By Bob:

Hi Jenny,

Make sure the player has an eye node. This is a common source of player related trouble in the Torque engines. The player code assumes that an eye node exists and references it frequently - this can cause weird results or random crashing.

If you've added the eye node make sure to check out the DTS object in the show tool to verify that the node was exported properly.

If this is not the problem try running TLK in the debugger to see where the problem occurs and post your results in the TLK Private forums so we can talk in more detail.

#1
05/30/2006 (6:17 am)
I think we have identified the bug. It is occuring for large models that have been scaled down by us. Large models without scaling are also causing a crash. We shrank the dts model in max and exported it to fix the problem. Note the problem happens for azimuth values that are not 0.

Not sure what the exact size of a "large" model is before the crash happens but ours was approximately 60 max units = 60 torque metres. We were then scaling it by 0.02 0.02 0.02.


Our current solution is to export it at actual size in max.