Author Topic: Vehicle error crashing BL  (Read 327 times)

Edit: i have discovered that the exporter is not writing the model OR nodes to the file

I am working on a flying vehicle (the type is TOP SECRET) but when i try to spawn it blockland crashes and I get an error in the console:

Code: [Select]
CDN Download finished
*** Phase 2: Download Ghost Objects
*** Phase 3: Mission Lighting
Mission lighting done
Executing config/client/Favorites.cs.
Blockhead spawned.
setWheelTire: wheel index out of bounds, vehicle has 38371848 hubs
setWheelSpring: wheel index out of bounds, vehicle has 38371848 hubs
setWheelTire: wheel index out of bounds, vehicle has 38371848 hubs
setWheelSpring: wheel index out of bounds, vehicle has 38371848 hubs
setWheelTire: wheel index out of bounds, vehicle has 38371848 hubs
setWheelSpring: wheel index out of bounds, vehicle has 38371848 hubs
setWheelSteering: wheel index out of bounds, vehicle has 38371848 hubs
setWheelPowered: wheel index out of bounds, vehicle has 38371848 hubs


Model hierarchy:

Code: [Select]
Shape
       Col0    /empty
              Col //collision box
       Detail32
               TOPSECRETMODEL
               hub0
               hub1
               hub2
               mount0


and here is the datablock code

Code: [Select]
datablock WheeledVehicleData(CLASSIFIED)
{

category = "Vehicles";
displayName = " ";
emap = true;
minMountDist = 3;
//mounts
numMountPoints = 0;
mountThread[0] = "sit";

//tires
defaultTire = jeepTire;
defaultSpring = jeepSpring;

tireEmitter = VehicleTireEmitter;

engineTorque = 18000; //4000;       // Engine power
engineBrake = 1000;         // Braking when throttle is 0
brakeTorque = 7000;        // When brakes are applied
maxWheelSpeed = 20;        // Engine scale by current speed / max speed

numWheels = 3;
massCenter = "0 0 0";
shapeFile = "Add-ons/vehicle_CLASSIFIED/CLASSIFIED.dts";

forwardThrust = 3000;
reverseThrust = 2000;
lift = 100;
maxForwardVel = 40;
maxReverseVel = 40;
horizontalSurfaceForce = 130;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 130;
rollForce = 8000;
yawForce = 6000;
pitchForce = 6000;
rotationalDrag = 0.5;
stallSpeed = 15;


//softImpactSound = slowImpactSound;
//hardImpactSound = fastImpactSound;

splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;  
hardSplashSoundVelocity = 20.0;  
exitSplashSoundVelocity = 5.0;

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

steeringForce = 10;
bodyRestitiution = 1;
CameraRoll = true;
maxSteeringAngle =0.75;
cameraMaxDist = 20;
cameraOffset = 5.5;
cameraLag = 0.5;
cameraDecay = 0.75;
cameraTilt = 0.4;
collisionTol = 0.1;
contactTol = 0.1;
mass = 50;
density = 1.01;
drag = 0.05;
uiName = "TOPSECRET";
rideable = true;
lookUpLimit  = 0.5;
lookDownLimit = 0.5;
paintable = true;
};

NOTE: I have replaced any givaway names with TOPSECRET or DECLASSIFIED
« Last Edit: April 09, 2012, 06:39:29 PM by zmaster »

I have discovered that Blender's dts exporter writes a file with only default nodes.
I switched over to Milkshape and used that to export the dts and that worked.

Problem solved

/locked