Torque 3D Fatal Error
by To-mos · in Torque 3D Professional · 08/22/2011 (10:14 am) · 17 replies
So I have a vehicle in game that worked in T3D 1.0.1 and also works in show tools but when I load it into T3D 1.1 it seems to crash even if I load it as a tga or png. I'm getting...
..........EnginesourcegfxbitmaploadersbitmapPng.cpp(108)
"Error reading PNG file: invalid stored block lengths"
any idea whats going on here?
..........EnginesourcegfxbitmaploadersbitmapPng.cpp(108)
"Error reading PNG file: invalid stored block lengths"
any idea whats going on here?
#2
08/22/2011 (7:51 pm)
Yeah it looks like it. I double checked stuff and re exported the model with the texture path and all that. It showed up in show tools correctly and everything. The new engine doesn't require a material.cs file assigned to a model now does it?
#3
08/22/2011 (8:43 pm)
I'm only getting this error on advanced lighting not basic if that helps.
#5
08/23/2011 (10:12 am)
Alrighty its up at http://torque.abigholeintheweb.com/public_system/useruploads/military-ATV.png
#6
08/23/2011 (12:15 pm)
no crashes ..try to zip the model and upload that too.
#7
08/23/2011 (12:56 pm)
So I tested the texture on something else and it didnt crash, but when I loaded the model it did and I managed to get a screenshot of what the vehicle looked like. Everything rendered backwards, like the back side of the model was on top of the outside. [IMG]http://i196.photobucket.com/albums/aa305/To-mos/pngerror.jpg[/IMG]
#8
08/23/2011 (3:05 pm)
what program are you using to make the model ?
#9
08/23/2011 (3:43 pm)
3Dsmax 2010 I've been exporting models from it on torque 1.0.1 and TGE for a while now so I don't know what happened this go around. Note that this model works fine with Torque 3D 1.0.1 just not on 1.1
#10
(my email is in my profile but when you copy it from this site it adds the word NULL, remove NULL.)
08/23/2011 (4:02 pm)
send me the .max file plz..I'll look at it and give you back some info.(my email is in my profile but when you copy it from this site it adds the word NULL, remove NULL.)
#12
Please post your system specs including video card and driver versions.
08/23/2011 (5:01 pm)
I am not encountering any issues after export as DTS or DAE.Please post your system specs including video card and driver versions.
#13
Intel Core i7 Gulftown 3.20 GHz, 3201MHz, 6 Cores, 12 Logic Cores
6.00 GB RAM
NVIDIA Geforce GTX 570
Driver: 8/3/2011
Driver Version: 8.17.12.8026
The funny thing is it's only that car not the cheetah or the buggy. But that vehicle works on torque 1.0.1 Its troubling.
08/23/2011 (5:52 pm)
Windows 7 Ultimate x64 6.1.7600 Build 7600Intel Core i7 Gulftown 3.20 GHz, 3201MHz, 6 Cores, 12 Logic Cores
6.00 GB RAM
NVIDIA Geforce GTX 570
Driver: 8/3/2011
Driver Version: 8.17.12.8026
The funny thing is it's only that car not the cheetah or the buggy. But that vehicle works on torque 1.0.1 Its troubling.
#14
Hopefully I can recreate the problem with it.
Also, are you using the T3D-fps-example or a new project...& have you altered any source code ?
Which exporter are you using ?
(if I can recreate the problem then I can check between 1.0.1 and 1.1 and check other areas for issues. Hopefully something turns up.)
08/23/2011 (6:27 pm)
To-mos, email me the problematic dts file with the png, inside of a zip or rar. Hopefully I can recreate the problem with it.
Also, are you using the T3D-fps-example or a new project...& have you altered any source code ?
Which exporter are you using ?
(if I can recreate the problem then I can check between 1.0.1 and 1.1 and check other areas for issues. Hopefully something turns up.)
#15
http://www.mediafire.com/?9886rnntgezysop
It was a full template FPS generated, and I haven't been able to compile any versions yet from source so that's not an issue.
thanks a bunch for all the help
08/23/2011 (6:48 pm)
I added the datablock the model with everything and the exporter for 3dsmax 2010 x86 version.http://www.mediafire.com/?9886rnntgezysop
It was a full template FPS generated, and I haven't been able to compile any versions yet from source so that's not an issue.
thanks a bunch for all the help
#16
08/24/2011 (12:40 am)
Does the vehicle shape/object have a 'collision' mesh? Not having one, 'used' to crash Torque, not sure about T3D...
#17
08/24/2011 (9:09 am)
yeah it does, Everything exports fine and it loads in older T3D but not 1.1. Now there is some parts that exceed the collision mesh, but the Cheetah that comes with 1.1 has the same issue says the console. So I would assume that shouldn't cause a problem.
Associate Scott Burns
GG Alumni
Are your textures in the right directory?