Author Topic: Blender models crashing blockland  (Read 792 times)

By some horrible mental block I've forgotten how to successfully put a model in game, yes I've reviewed the tutorials around the forums, and yes I've gone to other people for help.

All mesh and armatures are parented to Detail32, and Detail32 is parented to Shape.
When I try to spawn the item in mission editor it crashes the game, I've also tried putting it in a weapon form and it still crashed.

I suspect there's a problem with texturing, that section of DarkStar's tutorial is fairly vague. I unwrapped my mesh and gave each object a different color from a .png file, then turned on the texface button, and the Solid tex button.
In the render it appears colored after I've done this.

-edit
Also I've exported it and there were no errors or warnings.

I don't think you can use textures, so try materials.

Put 16x16 .png pictures in the .zip of the color of the material, then rename the .png file the name of the material.

The model itself only holds the names of the materials and where they are assigned. Simply put 16x16 .pngs with the names of the materials to the same folder with the model and it will work in game.

I don't think you can use textures, so try materials.

Put 16x16 .png pictures in the .zip of the color of the material, then rename the .png file the name of the material.


I removed the textures, messed with the materials, and made the .png files, named them, and put them in the blockland//shapes folder so I could test it in mission editor (the colors are in there too) but it still crashed.

Is it a vehicle? Or a player? Or what.

Is it a vehicle? Or a player? Or what.
It's an item. Regardless, I'm not packaging it to test it, to remove the posibility of a scripting error. I'm throwing the .dts and material files in my shapes folder.

But, texturing shouldn't make it crash, it should only not appear, or appear wrong.

That's why I posted this topic, the crashing makes no sense.

It is 90% most likely an unnoticed issue with parenting and armatures.

Double check everything is named correctly again, some stuff just goes unnoticed.

What's your OS?

Vista could have probs.

I checked parenting a million times, and the armatures naming is mountPoint which is fine.
My OS is Windows 7, I have the correct python installed, no .dts exporter errors were recorded but:

 Torque Exporter 0.964
 Using blender, version 249
 Exporting...
 Writing shape to  'C:\Users\Jarod Weisinger\Desktop\Games\Blender\.blender\Blahitem.dts'.
 Processing...
 > Shape Details
    > Nodes
      ^^ Bone [Exp-Catch-Root] (parent -1)
      ^^ Bone [Bone] (parent -1)
    > Objects
     'Cube' : Standard
     'Cube' : Standard
    > Materials
       Material.002
       Material.001
    > Detail Levels
       Detail-1 (size : 32)
       Smallest : Detail-1 (size : 32)
    > Internal Sequences
 Writing out DTS...
 Done.
 Finished.
 
There was also a console message that said something like:

\\scripts\DTSPython\Dts_Stream.py:246: DeprecationWarning: 'I' format requires 0 <= number <= 429496725 self.write32(ival)

\\scripts\DTSPython\Dts_Stream.py:234: DeprecationWarning: 'I' format requires 0 <= number <= 429496725 self.write32(value)


Gibberish to me.

What's your OS?

Vista could have probs.
You're such an idiot it's unbelievable.