Game Development Community

RTS starter kit bails when using a waterblock

by Rick Kelley · in Torque Game Engine · 06/05/2006 (8:46 am) · 2 replies

I have tried several times to add a waterblock and then size it to something usable for creating a small island. Here is where it bails in the debugger:
Unhandled exception in RTS_DEBUG.exe: 0xC0000005: Acess Violation.
vert->SPECULAR = m_SpecColor * pow( specular, m_SpecPower;

This is in the function:
in
void fluid::CalcVertSpecular()
in the file:
fluidRender.cc

Tracing the bugger shows that it is trying to access a vert that probably never existed at this. Now what is funny is that I can load this same mission file in the regular game engine and manipulate it all day long without the engine bailing on trying to load it.

I would really like to figure this out so I could submit a small island for the RTS community :D

#1
06/07/2006 (12:18 pm)
Ok I think I got it nailed down. I tried using various waterblocks of different scales, all above 1000 x 1000.
(I tried one that was 1024 x 1024 and it will crash the game). If you keep at 1000 x 1000 in scale, and then scale your mission area to fit this block, you will be fine. You can even create other waterblocks to lay next to others of this size with no problems. (It will produce a seam though). I can't seem to get the waterblock to tile.

I have finished a island and will be submitting it, but need a place to upload the file as I have lost my personal web server, and do not know when I can get one back up.

I have also created a lot of Pirate type of content, like a ship, palm trees, treasure chest, and of course Pirates of the male and female types! :D
#2
07/01/2006 (4:20 am)
I need help with the water block I create it in the editor but my texture will not show up on it. It just stays transparent all the time. I'm using the RTS pack I just posted about it read that post for more details. Thanks for any help.

http://www.garagegames.com/mg/forums/result.thread.php?qt=46978