I've noticed them on a number of my models when I try to use them in the game/map editor.
Do they reference missing or incorrectly childed objects in my models, or are they related to hp_points?
In GSL the scene editor is the equivalent to the hierarchal structure seen in other 3d modeling applications. Drag and drop operations are possible in forming child type relationships within the scene editor (I learned this from watching one of the 3D Buzz tutorials covering this topic).
I've been learning to work with animation in Gamespace and am making some headway with understanding the relationship between key frames and the geometric objects that they are associated with in regard to animation recording and possible use in getting XSI converted X files to run in BZ2. I'm wondering if the game needs to see things formated in a certain way as far as animation is concerned.
can you post the AV message?
I'll post it, but was hoping that someone has enough general knowledge to shed some light on just what purpose icontrol refers to as far as the BZ2 engine is concerned. I noticed quite some time back this message on an assult tank where I apparently got things wrong in the hierarchial gluing of objects in regards to the x y turret thingies. I'll try to post the AV output later today for all to look at...BNG.
Post the message. Then, people can interpret it.
-- GSH
Here's the most recent example that I have in terms of the AV actually crashing BZ2. If possible, please include any information on what icontrol means rather then just telling me what's wrong with this particular model as I already am aware of this. I know that icontrol is important but what is it's purpose, function, or reason for existing as far as the game is concerned. Tanks...BNG
DIAG|Main | maininit:498 |08:49:20|8391 |Version Information Section
DIAG|Main | maininit:505 |08:49:20|8407 |Session started Thu Jun 05 08:49:20 2008
DIAG|Main | maininit:508 |08:49:20|8422 |CPU: Intel(R) Pentium(R) 4 CPU 2.40GHz/247MHz L1:0K L2:0K T:0 F:15 M:2 S:9 (Katmai,MMX,TSC,FPU)
DIAG|Main | maininit:511 |08:49:20|8422 |Executed by LEESNEWP4PC\Leroy P Pena on Windows NT v5.1 Service Pack 2 Build 2600
DIAG|Main | maininit:514 |08:49:20|8422 |Compiled by \ on
DIAG|GLOBAL | setup:71 |08:49:20|8469 |Drive type : Fixed
DIAG|GLOBAL | setup:141 |08:49:20|8469 |Startup directory : C:\Program Files\Battlezone II
DIAG|GLOBAL | Options:826 |08:49:25|13469 |Create stream 'textureSize'
DIAG|GLOBAL | Options:832 |08:49:25|13500 |- Pack added 'smTex.pak'
DIAG|GLOBAL | Options:847 |08:49:25|13500 |- Path not found 'smTex\'
DIAG|GLOBAL | Options:826 |08:49:25|13563 |Create stream 'textureSize'
DIAG|GLOBAL | Options:832 |08:49:25|13563 |- Pack added 'mdTex.pak'
DIAG|GLOBAL | Options:847 |08:49:25|13563 |- Path not found 'mdTex\'
DIAG|GLOBAL | vid:963 |08:49:26|13875 |
DIAG|GLOBAL | vid:964 |08:49:26|13875 |dd: Primary Display Driver
DIAG|GLOBAL | vid:994 |08:49:37|25547 |mem dx:
DIAG|GLOBAL | vid:2993 |08:49:37|25579 |tex mem: total 63746048, free 55179904
DIAG|GLOBAL | vid:3008 |08:49:37|25579 |frame mem: total 63746048, free 55179904
DIAG|GLOBAL | vid:1005 |08:49:37|25579 |mem actual:
DIAG|GLOBAL | vid:1006 |08:49:37|25579 |frame mem: total 58325632, free 58325632
DIAG|GLOBAL | vid:1500 |08:49:38|26219 |d3d: * Direct3D HAL
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 320x200 8 mem req 256000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 320x200 16 mem req 384000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 320x200 32 mem req 640000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 320x240 8 mem req 307200
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 320x240 16 mem req 460800
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 320x240 32 mem req 768000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 400x300 8 mem req 480000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 400x300 16 mem req 720000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 400x300 32 mem req 1200000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 512x384 8 mem req 786432
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 512x384 16 mem req 1179648
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 512x384 32 mem req 1966080
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 640x400 8 mem req 1024000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 640x400 16 mem req 1536000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 640x400 32 mem req 2560000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 640x480 8 mem req 1228800
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 640x480 16 mem req 1843200
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 640x480 32 mem req 3072000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 800x600 8 mem req 1920000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 800x600 16 mem req 2880000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 800x600 32 mem req 4800000
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 1024x768 8 mem req 3145728
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1024x768 16 mem req 4718592
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1024x768 32 mem req 7864320
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 1152x864 8 mem req 3981312
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1152x864 16 mem req 5971968
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1152x864 32 mem req 9953280
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 1280x768 8 mem req 3932160
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1280x768 16 mem req 5898240
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1280x768 32 mem req 9830400
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: 1280x1024 8 mem req 5242880
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1280x1024 16 mem req 7864320
DIAG|GLOBAL | vid:1249 |08:49:38|26500 |vidmode: * 1280x1024 32 mem req 13107200
DIAG|GLOBAL | vid:1361 |08:49:38|26500 |vidmode: 1024x768 32
DIAG|GLOBAL | vid:1362 |08:49:38|26500 |vidmode: * Windowed : 1024x768 32 mem req 6217728
DIAG|GLOBAL | vid:1444 |08:49:38|26500 |modes: game 1024x768 16, shell 640x480 16, full 1024x768 16
DIAG|GLOBAL | vid:1155 |08:49:38|26610 |
DIAG|GLOBAL | vid:1165 |08:49:39|27688 |dd driver: ati2dvag.dll : RADEON 7000 / RADEON VE Family (Microsoft Corporation) : 0.0.0.0
DIAG|GLOBAL | vid:1173 |08:49:39|27704 |dd device: 4098.20825.541660300.0
DIAG|GLOBAL | vid:1875 |08:49:49|37594 |caps:TripleBuffer Filter
DIAG|GLOBAL | vid:1614 |08:49:50|37954 |zbuffer depth: 16
DIAG|GLOBAL | vid:1614 |08:49:50|37954 |zbuffer depth: 24
DIAG|GLOBAL | vid:1609 |08:49:50|37954 |zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL | vid:2076 |08:49:52|40594 |d3d: can render after a page flip
DIAG|GLOBAL | vid:2078 |08:49:52|40594 |d3d: supports 3 texture stages
DIAG|GLOBAL | vid:2093 |08:49:52|40594 |d3d: supports z biasing
DIAG|GLOBAL | vid:2127 |08:49:52|40594 |d3d: max texture size 2048x2048
DIAG|GLOBAL | vid:2134 |08:49:52|40594 |d3d: texture sizes must be powers of 2
DIAG|GLOBAL | vid:2161 |08:49:52|40594 |d3d: fog caps: vertex = 1, pixel = 0
DIAG|GLOBAL | vid:1589 |08:49:53|41329 |pix format: * 5 5 5 0
DIAG|GLOBAL | vid:1589 |08:49:53|41329 |pix format: * 5 5 5 1
DIAG|GLOBAL | vid:1589 |08:49:53|41329 |pix format: * 4 4 4 4
DIAG|GLOBAL | vid:1589 |08:49:53|41329 |pix format: * 5 6 5 0
DIAG|GLOBAL | vid:1589 |08:49:53|41329 |pix format: 8 8 8 0
DIAG|GLOBAL | vid:1589 |08:49:53|41329 |pix format: 8 8 8 8
DIAG|GLOBAL | vid:1589 |08:49:53|41329 |pix format: * 3 3 2 0
DIAG|GLOBAL | vid:695 |08:49:54|42579 |
DIAG|GLOBAL | vid:696 |08:49:54|42579 |640x480 16 : Direct3D HAL : Primary Display Driver
DIAG|GLOBAL | vid:699 |08:49:54|42579 |using a flipable surface triplet
DIAG|GLOBAL | vid:720 |08:49:54|42579 |using 16 bit Z buffer without STENCIL buffer
DIAG|GLOBAL | vid:726 |08:49:54|42579 |opaque pix 5 6 5
DIAG|GLOBAL | vid:729 |08:49:54|42579 |translucent pix 4 4 4 4
DIAG|GLOBAL | vid:732 |08:49:54|42579 |
DIAG|GLOBAL | vid:2993 |08:49:54|42579 |tex mem: total 66277376, free 63422592
DIAG|GLOBAL | vid:3008 |08:49:54|42579 |frame mem: total 66277376, free 63422592
DIAG|GLOBAL | vid:736 |08:49:54|42579 |
DIAG|Input | input:1034 |08:50:04|52641 |Double click time=500 ms, threshold=4,4
DIAG|Input | input:1055 |08:50:04|52641 |5 button mouse, Left=0 Right=1
DIAG|Input | input:140 |08:50:05|53000 |Keyboard repeat delay=[500] speed=[31]
DIAG|GLOBAL | runcodes:151 |08:50:18|66407 |[Main] Entering run code [INIT]
DIAG|GLOBAL | ifvar:38 |08:50:20|67829 |Var[script.record.name] Ctrl[NewMove] needs to be resolved
DIAG|GLOBAL | ifvar:38 |08:50:20|68547 |Var[control.satellite.name] Ctrl[NavEdit] needs to be resolved
WARN|IControl | icontrol:1156 |08:50:20|68547 |Unknown IControl setting [SetIntegerRange] for [PnumberEdit]
WARN|IControl | icontrol:2629 |08:50:20|68547 |Unknown Geometry setting [HCENTER] for [Okay]
WARN|IControl | icontrol:2532 |08:50:20|68547 |Unknown Control Style [LEFTTAB] for [Vehicle]
WARN|IControl | icontrol:2532 |08:50:20|68547 |Unknown Control Style [LEFTTAB] for [Vehicle]
WARN|IControl | icontrol:2532 |08:50:20|68547 |Unknown Control Style [LEFTTAB] for [WinAvail]
DIAG|GLOBAL | ifvar:38 |08:50:22|69969 |Var[scrap.supply] Ctrl[Gauge] needs to be resolved
WARN|IControl | icontrol:2961 |08:50:22|69969 |Unknown Justification [HCENTRE] for [Count]
DIAG|GLOBAL | ifvar:38 |08:50:22|69969 |Var[scrap.supply] Ctrl[Count] needs to be resolved
DIAG|GLOBAL | runcodes:151 |08:50:36|83907 |[View] Entering run code [COCKPIT]
DIAG|GLOBAL | vid:2622 |08:50:36|84047 |zbuff release refcount = 0
DIAG|GLOBAL | vid:1875 |08:50:47|95516 |caps:TripleBuffer Filter
DIAG|GLOBAL | vid:1614 |08:50:47|95532 |zbuffer depth: 16
DIAG|GLOBAL | vid:1614 |08:50:47|95532 |zbuffer depth: 24
DIAG|GLOBAL | vid:1609 |08:50:47|95532 |zbuffer depth: 24 with 8 bit stencil buffer
DIAG|GLOBAL | vid:2076 |08:50:47|95532 |d3d: can render after a page flip
DIAG|GLOBAL | vid:2078 |08:50:47|95532 |d3d: supports 3 texture stages
DIAG|GLOBAL | vid:2093 |08:50:47|95532 |d3d: supports z biasing
DIAG|GLOBAL | vid:2127 |08:50:47|95532 |d3d: max texture size 2048x2048
DIAG|GLOBAL | vid:2134 |08:50:47|95532 |d3d: texture sizes must be powers of 2
DIAG|GLOBAL | vid:2161 |08:50:47|95532 |d3d: fog caps: vertex = 1, pixel = 0
DIAG|GLOBAL | vid:1589 |08:50:47|95532 |pix format: * 5 5 5 0
DIAG|GLOBAL | vid:1589 |08:50:47|95532 |pix format: * 5 5 5 1
DIAG|GLOBAL | vid:1589 |08:50:47|95532 |pix format: * 4 4 4 4
DIAG|GLOBAL | vid:1589 |08:50:47|95532 |pix format: * 5 6 5 0
DIAG|GLOBAL | vid:1589 |08:50:47|95532 |pix format: 8 8 8 0
DIAG|GLOBAL | vid:1589 |08:50:47|95532 |pix format: 8 8 8 8
DIAG|GLOBAL | vid:1589 |08:50:47|95532 |pix format: * 3 3 2 0
DIAG|IControl | icroot:190 |08:50:48|96375 |Root window now 1024x768
DIAG|GLOBAL | vid:695 |08:50:48|96391 |
DIAG|GLOBAL | vid:696 |08:50:48|96391 |1024x768 16 : Direct3D HAL : Primary Display Driver
DIAG|GLOBAL | vid:699 |08:50:48|96391 |using a flipable surface triplet
DIAG|GLOBAL | vid:720 |08:50:48|96391 |using 16 bit Z buffer without STENCIL buffer
DIAG|GLOBAL | vid:726 |08:50:48|96391 |opaque pix 5 6 5
DIAG|GLOBAL | vid:729 |08:50:48|96391 |translucent pix 4 4 4 4
DIAG|GLOBAL | vid:732 |08:50:48|96391 |
DIAG|GLOBAL | vid:2993 |08:50:48|96391 |tex mem: total 65318912, free 58502144
DIAG|GLOBAL | vid:3008 |08:50:48|96391 |frame mem: total 65318912, free 58502144
DIAG|GLOBAL | vid:736 |08:50:48|96391 |
DIAG|GLOBAL | debug_memory:530 |08:50:48|96391 |Flushing Memory Cache
DIAG|GLOBAL | runcodes:151 |08:50:48|96485 |[Main] Entering run code [MISSION]
DIAG|GLOBAL | runcodes:151 |08:50:48|96485 |[Mission] Entering run code [RUN]
ERR |GLOBAL | bitmap:2720 |08:50:53|101000 |Can't load texture trail3.tga.
DIAG|GLOBAL | runcodes:151 |08:51:04|112407 |[Mission] Entering run code [EDIT]
ERR |GLOBAL | fontsys:75 |08:51:04|112454 |Font [LARGE] already exists
ERR |GLOBAL | fontsys:75 |08:51:04|112454 |Font [MEDIUM] already exists
ERR |GLOBAL | fontsys:75 |08:51:04|112454 |Font [SMALL] already exists
ERR |GLOBAL | fontsys:75 |08:51:04|112454 |Font [TINY] already exists
ERR |GLOBAL | fontsys:75 |08:51:04|112454 |Font [SYSTEM] already exists
ERR |GLOBAL | cursor:250 |08:51:04|112454 |Cursor [Default] already exists
ERR |GLOBAL | cursor:250 |08:51:04|112454 |Cursor [Highlight] already exists
WARN|IControl | icontrol:1156 |08:51:04|112610 |Unknown IControl setting [CellSize] for [ObjectListBox]
WARN|IControl | icontrol:2532 |08:51:05|113094 |Unknown Control Style [SunkenFrame] for [slider0EFEEDC8]
DIAG|GLOBAL | runcodes:151 |08:51:05|113110 |[View] Entering run code [EDITOR]
DIAG|GLOBAL | runcodes:151 |08:51:05|113110 |[Edit] Entering run code [height]
DIAG|GLOBAL | runcodes:151 |08:51:07|115610 |[Edit] Entering run code [object]
DIAG|GLOBAL | meshread:2088 |08:52:09|176844 |Missing binary mesh 2x2xcube.xsi, use XSI
ERR |Debug | debug:757 |08:52:09|177500 |[ E X C E P T I O N ]
ERR |GLOBAL | I76win:72 |08:52:09|177516 |Patch 1.2 Jun 28 2000 10:54:02
ERR |Debug | debug:877 |08:52:09|177516 |Type: ACCESS VIOLATION
ERR |Debug | debug:878 |08:52:09|177516 |Info: WRITING to 000002F0h
ERR |Debug | debug:404 |08:52:09|177516 |CallStack:
ERR |Debug | debug:544 |08:52:09|177594 |004C661B +009B bzone.exe EXE ParameterDB.obj public: static __fastcall ParameterDB::GetFloat(char *,char *,char *,float *,float)
ERR |Debug | debug:427 |08:52:09|177594 |Registers:
ERR |Debug | debug:428 |08:52:09|177594 |EAX: 000002F0h CS: 0000001Bh DS: 00000023h
ERR |Debug | debug:429 |08:52:09|177594 |EBX: 00000000h EIP: 004C661Bh ES: 00000023h
ERR |Debug | debug:430 |08:52:09|177594 |ECX: 0EE7E710h SS: 00000023h FS: 0000003Bh
ERR |Debug | debug:431 |08:52:09|177594 |EDX: 40000000h EBP: 0F09ED30h GS: 00000000h
ERR |Debug | debug:432 |08:52:09|177594 |ESI: 00000000h ESP: 01B6F7ACh
ERR |Debug | debug:433 |08:52:09|177594 |EDI: 006DF928h
ERR |Debug | debug:443 |08:52:09|177610 | CF: 00210206h PF:0 AF:1 ZF:0 SF:0 OF:0
DIAG|Main | mainproc:152 |08:52:09|177641 |Entering critical shutdown
Wow...BNG smacks himself silly and then continues to write this post. I never realized how much useful information is tacked to the end of each line in the AV messages relating to the stuff like> unknown icontrol setting.
I guess what helped a bit was reducing the font size and maximizing the window to actually see the extra info. I'm still curious though what icontrol actually is, and why it makes BZ2 crash quite nicely? Any clues guys, or am I among the many who really don't really have a clue either? Would like to figure out how to avoid this if possible by getting a basic understanding of what causes this nasty little issue.
First off, 99% of the time, you can ignore anything above this line:
Quote
ERR |Debug | debug:757 |08:52:09|177500 |[ E X C E P T I O N ]
The middle of that line (08:52:09) is your computer's wall clock time. The IControl issue was mentioned over a minute before that. Most bugs act up faster. The IControl issue is also mentioned with 'WARN' - at the start of the line -- it's a warning, not an error.
Looking at timestamps, just before the exception, it said "Missing binary mesh 2x2xcube.xsi, use XSI". I'd start w/ whatever ODF is referring to that xsi/msh, it seems to have problems.
pb4 has a more reliable callstack generation mechanism (written by the low-level system engineers at Microsoft, the guys who know what they're doing). pb3's bz2edit.exe might have a little more info than 1.2's bzone.exe, not sure.
-- GSH
What does this section refer to?
WARN|IControl | icontrol:1156 |08:50:20|68547 |Unknown IControl setting [SetIntegerRange] for [PnumberEdit]
WARN|IControl | icontrol:2629 |08:50:20|68547 |Unknown Geometry setting [HCENTER] for [Okay]
WARN|IControl | icontrol:2532 |08:50:20|68547 |Unknown Control Style [LEFTTAB] for [Vehicle]
WARN|IControl | icontrol:2532 |08:50:20|68547 |Unknown Control Style [LEFTTAB] for [Vehicle]
WARN|IControl | icontrol:2532 |08:50:20|68547 |Unknown Control Style [LEFTTAB] for [WinAvail]
DIAG|GLOBAL | ifvar:38 |08:50:22|69969 |Var[scrap.supply] Ctrl[Gauge] needs to be resolved
WARN|IControl | icontrol:2961 |08:50:22|69969 |Unknown Justification [HCENTRE] for [Count]
Just things in the CFG that are not used and have no function. Oddly, I think HCENTER should be HCENTRE, but as I said, those don't mean anything except for interface mistakes/old code.
I myself paste the [ E X C E P T I O N ] line, everything after it, and maybe 5 lines max above it.
Looks like a broken shell.
What custom shell things do u have recently made/installed?
It's nice not to have to post the entire AV for simplicity's sake. I got the model to load on a second attempt without it crashing again. I'm guessing that this was possible as BZ2 must have created the missing MSH file prior to the AV event on the original crash.
Is this a common issue with new models prior to a MSH file needing to be present for the engine prior to processing any data properly? Or is this related to something else that I'm missing when using an existing ODF file?
My understanding is that the XSI file is primarily used to create the MSH file (if not present) rather then the XSI file itself. Is this correct? If this is the case then a modeler should basically ignore the first crash event and then reload the object again to get things loaded properly. However, if a second crash occurs then there's another issue going on; not related to a missing MSH file, but something else either in the ODF or the model itself...right or wrong?
GBD, what are you refering to with shell things? Sorry just need clarification, but I haven't made changes to the 1.2 install other then patching it and installing a few mods for this version.
The stock .cfg files have always produced some warnings. Just ignore them, if the warnings are no different from starting up any other mission. Note: this will take a little knowledge/memory on your part to know what's always there. If you can't do this, then ignore everything above the EXCEPTION line and pretend it's not there.
-- GSH
The error involves something to do with the 2x2xcube.xsi file not being converted to Msh. Check the ODF and see if geometryScale is set to 0. I noticed this will prevent the MSH file from being made, and also check to see if the Xsi file has all the requirements for the game to run.
Xsi file is normally a editable template that modders can use before the game makes A msh file. Msh file makes it faster to load and run.
if the xsi is broken, a texture is the wrong format... there are a dozen things that could do that - just make sure the xsi model is working
Quote from: GSH on June 05, 2008, 05:18:10 PM
Microsoft, the guys who know what they're doing
Somehow, I find so many things wrong with this statement :P
it brings a tear to my eye to hear that
I have no quarrel with the low-level MS guys. The ones doing the NT kernel, system debugging tools, compilers, etc. They produce quality work. http://blogs.msdn.com/oldnewthing/ (http://blogs.msdn.com/oldnewthing/) and http://blogs.msdn.com/larryosterman/ (http://blogs.msdn.com/larryosterman/) are on my list of blogs I read daily. The marketing dept needs to be taken out and left at the unemplyment office.
-- GSH
Quote from: shane ward on June 05, 2008, 09:25:48 PM
The error involves something to do with the 2x2xcube.xsi file not being converted to Msh. Check the ODF and see if geometryScale is set to 0.
Somehow I think this may cause issues... Is it safe to set that to zero?
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The Odf Editor I made axidently put geometryScale = 0 into a odf I made and it kept crashing the game in moreless the same error. I updated the editor. The old version will need to be set as geometryScale 0.0 for the editor not to include it, but if left at 0, it will be added to the odf.
But I fixed that now. ;)
So I think there is a problem with geometryScale if set to 0.
Shane
I believe that I reset the geometry scale to 10 as the original ODF scale was like .1 and my cube appeared in the game as a tiny speck. At the time, I was testing out my modified XSI variant compiled from parts of 2 existing XSI variants produced by X2XSI and BZ2ME both of which have problematic issues with animation and texture info.
Both are described in another thread where I'm working on getting the modified XSI model not only into the game, but with some simple animations included. I've also been learning how to build skeletons, set joint limits, skin the bones and geometry together, and do key frame animations within GSL.
What I'm really trying to do now is study some of the original data pack Xsi's to get things placed correctly, so that I can get the models that are produced to replicate the animated actions of the originals.
This is more then likely where the problems are occurring. Threed, as most people already know won't by itself produce any kind of animated XSI file. Neither will X2XSI, but I have found that both contain enough information when properly combined to produce a usable animated XSI variant that will a working animated XSI model file. It's requires some effort of the modelers part, but appears to be doable for modelers on a no budget frame work. Anyways, tanks for the assist guy's; although I never really did get my original question answered about what icontrol is? BNG.
Quote
although I never really did get my original question answered about what icontrol is
As I keep saying, not relevant to the AV.
-- GSH
I thought I told you.
i dont think he cares - he just wants to know what it means anyway
ODD, it wasn't in this thread.
Somewhere I recently posted something about that same error, I could have sworn. Did I not submit?
Correct me if I'm not mistaken, but icontrol in general refers to defined parameters that the game engine expects to see and if it encounters a unexpected variation in the ODF or model file output; it spits out a generic error message and terminates the game for some unknown reason? Inquiring minds want to know...or at the very least come up with some logical yet non comprehensible explanation just to keep us all guessing...my head hurts now........................ :|
Quote
Correct me if I'm not mistaken, but icontrol in general refers to defined parameters that the game engine expects to see and if it encounters a unexpected variation in the ODF or model file output;
You
are mistaken here. Not even in the correct timezone as the right answer.
Please: GIVE IT UP. Stop focusing on this message. Repeat after me:
It's a red herring to your crash .
-- GSH
Bz2 has allways reported those Icontrol errors, they are not a problem.
Everything above [Edit] Entering run code [object]
happened before your map loaded.
This
ERR |Debug | debug:544 |08:52:09|177594 |004C661B +009B bzone.exe EXE ParameterDB.obj public: static __fastcall ParameterDB::GetFloat(char *,char *,char *,float *,float)
Is probably caused by something you altered in an odf.
Or maybe an interaction between an odf and model. Something has exceeded a parameter that it should not.
Once I had got confident at bz2 modding, sometimes I would whizz around tweaking and altering bits of different stuff just to see what it did.
eventually you cause an AV and don't know whats causing it...
Now I mostly modify one thing at a time, rebuild my pak and test it, then when the AV occurs, I have a very good idea where its cause will be. 95% of the time its me spelling something wrong.
Exactly when the av occurs is also a very usefull clue.
Some classes of objects must have certain frames present in the model.
usually av's of this sort have something like struct hinstance in thier msg.
As I thought I said but actually didn't, IControl is just what it says, i-Control. Interface Control. It is referring to code in your CFGs that is not used, and, has NO EFFECT on your game.
Tanks guys for your tolerance with my...umm sometimes idiotic questions, but sometimes I just need some feedback about certain issues that I get curious about. Icontrol errors seem quite frequent from what I've seen in many errors. Sounds like just another bug in the game that we 're all gonna have to live with. BNG.