Run-Time Check #2 Failure
by Andrew Hull · in Torque Game Engine · 06/13/2006 (9:51 pm) · 9 replies
Okay, so i'm working with TLK and the only mod's i've done is DRL and Upgraded water. I'm actually just making DIF's right now, and after a while I started getting an error with the Debug version, something along the lines of:
It happens as it tries to light the mission. If there is already a .ml file created, it will move on. Also, if i hit Ignore, it moves on like nothing happened.
Looking at where it breaks, it's somewhere around the shadowVolumeBSP::splitPoly function. However, i frankly have no idea what's going on. Here's the .map, and .dif of my file (and all textures) www.macandtosh.com/House.zip. Am i perhaps getting bad output from map2dif plus? The engine doesn't crash at all if i remove the DIF from the directory. Oh, also i'm using 3D world studio, if that helps at all.
Any help appreciated.
Quote:
Run-Time check failure #2 - Stack around the variable 'sides' was corrupted.
[Abort] | [Retry] | [Ignore]
It happens as it tries to light the mission. If there is already a .ml file created, it will move on. Also, if i hit Ignore, it moves on like nothing happened.
Looking at where it breaks, it's somewhere around the shadowVolumeBSP::splitPoly function. However, i frankly have no idea what's going on. Here's the .map, and .dif of my file (and all textures) www.macandtosh.com/House.zip. Am i perhaps getting bad output from map2dif plus? The engine doesn't crash at all if i remove the DIF from the directory. Oh, also i'm using 3D world studio, if that helps at all.
Any help appreciated.
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#2
06/13/2006 (10:13 pm)
All other DIFs are fine. In fact, i have another (simple) one that i created in QuARK that works just fine as well. It's just a flat square.
#3
sounds like maybe an infuriating CSG-modeling issue.
- which i've tried very hard & mostly successfully to remain ignorant of, so hopefully someone else will have some decent suggestions.
you might check out the console.log to see if there's obvious stuff in there,
and possibly try the various interior render modes available in debug to see if anything stands out.
i'm not at the right computer right now, but if you have trouble finding those modes let me know.
06/13/2006 (10:20 pm)
Hmm.sounds like maybe an infuriating CSG-modeling issue.
- which i've tried very hard & mostly successfully to remain ignorant of, so hopefully someone else will have some decent suggestions.
you might check out the console.log to see if there's obvious stuff in there,
and possibly try the various interior render modes available in debug to see if anything stands out.
i'm not at the right computer right now, but if you have trouble finding those modes let me know.
#4
06/13/2006 (10:20 pm)
It's possible that (since you describe it as a flat square) you actually aren't creating a fully convex object--try making it a bit thicker and see if it alleviates the problem.
#5
Sorry, no... let me restate that. The flat square works. It's my other project (the one i've linked to, if anyone cares to check it out) that does not work. I've looked at all the render modes in debug, and all looks fine. There are also no concaves anywhere (the house really isn't all that complex). It was working just fine as i was modelling it, and then i'd say about 20 exports and a bit more detail later BOOM.
06/13/2006 (10:56 pm)
@StephenSorry, no... let me restate that. The flat square works. It's my other project (the one i've linked to, if anyone cares to check it out) that does not work. I've looked at all the render modes in debug, and all looks fine. There are also no concaves anywhere (the house really isn't all that complex). It was working just fine as i was modelling it, and then i'd say about 20 exports and a bit more detail later BOOM.
#6
06/13/2006 (11:01 pm)
I've sent this off to Matt Fairfax (the map2dif guru), and while he is so slammed that I wouldn't expect anything soon-ish, it might be a good test case for Constructor as well so he may very well get to it in the near future!
#7
06/14/2006 (9:22 am)
Thanks a lot Stephen. Hey, you know you could just send me a copy of Constructor and i could just try it out myself... :-D HAHA. Nevermind.
#8
Still running into the same issue, this time i'm using 3D WS 5.49, which has a fixed exporter, and i'm also on a new file. Perhaps someone could download it and point out what i'm doing wrong (if indeed i am)? www.macandtosh.com/House.zip
07/16/2006 (7:48 pm)
BUMPStill running into the same issue, this time i'm using 3D WS 5.49, which has a fixed exporter, and i'm also on a new file. Perhaps someone could download it and point out what i'm doing wrong (if indeed i am)? www.macandtosh.com/House.zip
#9
i confirmed your problem with the TGE 1.4 demo under windows.
the house loaded fine (there was a missing texture: Dark_Oak, but that was easily fixed) but when i did a relight, kablooey.
07/16/2006 (10:42 pm)
Fwiw andrew,i confirmed your problem with the TGE 1.4 demo under windows.
the house loaded fine (there was a missing texture: Dark_Oak, but that was easily fixed) but when i did a relight, kablooey.
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but what happens if you try other .dif's ?
for example one from the stock TGE demo ?