it all worked fien when it was in the addon folder i think :S
[ E X C E P T I O N ]
Patch 1.3pb3 EDITOR Aug 10 2006 08:26:12
Type: ACCESS VIOLATION
Info: READING from 00000030h
CallStack:
00559ADF +027E bz2edit.exe graphics bitmap.obj public: bool __thiscall Bitmap::Create(long,long,bool,long,unsigned long)
0055C2B9 +00CC bz2edit.exe graphics bitmap.obj public: bool __thiscall Bitmap::ReadTGA(char const *,struct PixFormat *)
0055A8A9 +011D bz2edit.exe graphics bitmap.obj public: bool __thiscall Bitmap::Read(char const *,struct PixFormat *)
0055D7AD +009F bz2edit.exe graphics bitmap.obj public: static void __fastcall Bitmap::Manager::Setup(class Bitmap &,char const *,unsigned long,enum BitmapType)
0055D7FB +0048 bz2edit.exe graphics bitmap.obj public: static class Bitmap * __fastcall Bitmap::Manager::Create(char const *,unsigned long,enum BitmapType)
0055DE18 +004A bz2edit.exe graphics bitmap.obj public: static class Bitmap * __fastcall Bitmap::Manager::Load(class GodFile *)
00572E8A +0082 bz2edit.exe graphics meshload.obj ??$LoadArray@UBuckyDesc@@@God@@YIXAAVGodFile@@AAV?$Array@UBuckyDesc@@$0A@@@@Z
00572391 +018C bz2edit.exe graphics meshload.obj public: bool __thiscall MeshRoot::Load(class GodFile *)
005721DC +0114 bz2edit.exe graphics meshload.obj public: static class MeshRoot * __fastcall Mesh::Manager::FindLoad(char const *)
0056BAF8 +011E bz2edit.exe graphics meshread.obj public: static class MeshRoot * __fastcall Mesh::Manager::FindRead(char const *)
0056B9B5 +0059 bz2edit.exe graphics meshread.obj public: static class MeshRoot * __fastcall Mesh::Manager::FindRead(char const *,float,bool,bool,bool)
00496849 +0213 bz2edit.exe EXE GameObjectClass.obj public: __thiscall GameObjectClass::GameObjectClass(class GameObjectClass *,char *)
004875DF +001F bz2edit.exe EXE CraftClass.obj public: __thiscall CraftClass::CraftClass(class CraftClass *,char *)
004A5BDA +0019 bz2edit.exe EXE PersonClass.obj public: __thiscall PersonClass::PersonClass(class PersonClass *,char *)
004A6346 +001C bz2edit.exe EXE PersonClass.obj public: virtual class GameObjectClass * __thiscall PersonClass::BuildClass(char *)
004A2BE3 +0024 bz2edit.exe EXE ParameterDB.obj public: static bool __fastcall ParameterDB::GetGameObjectClass(char *,char *,char *,class GameObjectClass * *,class GameObjectClass *)
0048E8C8 +0110 bz2edit.exe EXE FactoryClass.obj public: __thiscall FactoryClass::FactoryClass(class FactoryClass *,char *)
00000008 +0008 [Unknown] [Unknown] [Unknown] [Unknown]
0048ED9F +0000 bz2edit.exe EXE FactoryClass.obj public: virtual class GameObject * __thiscall FactoryClass::Build(void)
Registers:
EAX: 00000100h CS: 0000001Bh DS: 00000023h
EBX: 08FBE9DCh EIP: 00559ADFh ES: 00000023h
ECX: 00000008h SS: 00000023h FS: 0000003Bh
EDX: 00000000h EBP: 021505E4h GS: 00000000h
ESI: 00000030h ESP: 021505D4h
EDI: 08FBEAD8h
CF: 00010206h PF:0 AF:1 ZF:0 SF:0 OF:0
Entering critical shutdown
any other circumstances??
By the looks of things, the game doesn't like your model's texture. Perhaps it wasn't converted properly?
I recommend converting the texture to dxtbz2. Your tga file looks somewhat corrupted or has a format unsupported by BZ2; if it is, the dxtgen program can handle that w/o crashing.
-- GSH
Why cant the game just say, "Bad Command or Texture File"!!!! :D Instead of all that junk :P
Because, what if the error is a result of something else dumping on the memory of your texture? All that 'junk' helps tell us what really did it and why.
ah okay, the texture was converted in a .msh file using arachnophelia text editor.
i converted from .pic to .tga bu7t i did it using the same mesh file for ten differnent textures, so i copied the mesh file ten times and repalced the textures in each one. its the ispilo_rifle_skel.
that have anything to do with it also?
FYI, I advised him to edit the text using an editor called arachnophilia 4.0, just because it allows him to change the texturename without destroying the binary data in the file (as long as the amount of characters in the new texture is the same as the old one).
And James, perhaps you should save the file into the original format which it was encoded to, which is the softimage PIC format, and see if that works for you. Just use either XnView to convert the texture to softimage PIC, or if you have Photoshop, use the PIC plugin to save the file as softimage PIC
http://www.bzscrap.com/downloads/Utilities/soft_pic_plugin.zip
cor, i wish i did have photoshop but unfortunately not
ill give it another shot, a couple of the models work, its when i place the races recycler in the game that it AV's so it may not be all of them
XnView supports PhotoShop plugins (it is not an editor, just a viewer, but that is all you need).
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)
XnView anambled me to swap the colours nicely though, so i have 10 differnet soldier units with ten differnet colours now =]
i figured out the propblem, my EMP shock rifle trooper had its texture name too long, one swift press of the delete key solved that