Game Development Community

Error placing interior in TGEA (most recent)

by Jacob · in Constructor · 07/02/2007 (12:36 pm) · 11 replies

Just used a simple cylinder primitive and exported it to a TGEA dif using File ---> Export ---> Torque Game Engine Advanced (map2dif plus TGEA) and this is what I get when trying to place it in TGEA:

Entering Creator::onInspect(1566, 5)
      Entering createInterior(Game/data/interiors/TestShape1.dif)
         Interior::read: incompatible file version found.
         Unable to read detail level 0 in interior resource
         Unable to load interior: Game/data/interiors/TestShape1.dif
         Game/Scripts/GUI/EditorGui.cs (1346): Register object failed for object (null) of class InteriorInstance.
      Leaving createInterior() - return 0

What could I have done wrong?

#1
07/02/2007 (1:51 pm)
I'm having the exact same problem with an interior I created. I exported it using the Export Dif option and I get the same error as Jacob posted exact the line in EditorGui.cs is 1350 instead of 1346.
#2
07/02/2007 (2:19 pm)
Are you using custom textures? If so are they to the power of 2? Cause if not theres your problem. If thats not it then when you build your models are they snapping to the grid or do you have floating points? Cause those cause problems also. And if those dont work then try exporting as a legacy .dif. And if that doessnt work then the only thing I can say is redo the model.
#3
07/02/2007 (3:46 pm)
I was using power of 2 texture sizes and the only export that worked was the File ---> Export as Legacy TGEA DIF. I even tried to make a new shape - just a simple no floating point snap to gird box and again the only one that worked in TGEA was the export that I mentioned. Thanks for your suggestions Jared though.
#4
07/02/2007 (5:55 pm)
Hey no problem. Glad at least one of my ideas worked.
#5
07/03/2007 (8:50 am)
Is this a known occurance that only the legacy export works with the newest TGEA - or is it just my and Steven's experience?

Is there anything that the legacy export does not do, which the regular export does?
#6
07/03/2007 (4:58 pm)
Legacy export is like...
say you had an old version of TGE and you got newer version of constructor, you would use legacy to get it in the older version. For some reason it just fixes exporting problems.
#7
07/04/2007 (9:02 am)
Right, I understand the concept of legacy :) I wanted to know what features of my buildings (if any) would not export if I use the lagacy version vs. the regular TGEA version. I found the following info on the Constructor WIKI page:

"Export as TGEA DIF
Coming Soon.

Export as Legacy TGEA DIF
The Export As Legacy TGEA DIF... Command found under the File Menu allows you to export directly to DIF format for versions of TGEA prior to 1.02. This format does not support baked-in Static Meshes, but otherwise exports your complete scene. Does not generate a "materials.cs" file for you though."

So, all is well :)
#8
07/04/2007 (10:24 am)
Thats right. But if you do have a static mesh your screwed. Big time. Found that out the hard way.
#9
07/04/2007 (10:33 am)
I suppose "Coming Soon" just means "When it's done" or have there been any time estimates given anywhere?

Thanks for the heads up on the static meshes Jared.
#10
07/04/2007 (7:03 pm)
Comming soon translation: Gaming world: Game making: Translation begin:
.
.
.

We are close to being done but we dont really know when we will finish. In the meantime you can place bets on when we will finish. Thank you!

.
.
.

Translation end.


Oh and no prob on the heads up.
#11
07/04/2007 (7:13 pm)
That's what I figured - I am not in any hurry.