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Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 7:48 am
by bigbadbogie
I keep getting this error when I attempt to place a pilot in the editor:

Image

Any idea what it means?

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 8:32 am
by MrTwosheds
Someone else can give you the technical details better than I but malloc usually refers to a memory allocation error.
I would guess that there is something borked with your pilot model as that is what most often causes the editor to point all 4 feet in the air.

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 8:54 am
by bigbadbogie
I think it has something to do with geometryScale. When I changed it to 1.0, the model loaded perfectly but was bloody huge. A pilot the size of a skyscraper.

The geometryScale was formerly 0.0095.

I have another pilot with a geometryScale of 0.0095 which functions perfectly.

It's strange. Maybe geometryScale doesn't like some models.

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 10:51 am
by bigbadbogie
FYI, I fixed the problem by resizing the original mesh and all of its animation files. GeometryScale is now at 1.0, and the problem has gone.

This might be some kind of 1.3 glitch. It shouldn't matter what GeometryScale you choose - the game shouldn't crash.

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 12:36 pm
by MrTwosheds
Well its the editor not the game as such, it always has been fairly fussy about new models and really is only expected to deal with correctly formatted xsi files exported from Softimage software of a certain age...Model makers need to conform to its expectations, rather than the other way round. :)

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 2:02 pm
by GSH
BBB-
Submit the broken assets (odf, xsi, do not need textures) on bugzilla and it can be fixed in the future. If you just say "I fixed it" and sweep it under the rug, it's very likely to be a lower priority bug that gets less attention.

-- GSH

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 2:32 pm
by MrTwosheds
Maybe geometryScale doesn't like some models.
Hmm, I imagine the xsi-msh format being fairly strict about its values to 6 decimal places might cause problems when scaling down things by 100 times some data's going to drop to values it does not really want to deal with. Getting model scaled right at geometry scale 1 is definitely what you want to aim for, especially with items like pilots that have other models attached to them, it makes getting things to look right much easier.

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 2:37 pm
by General BlackDragon
OH, yeah, BZ2 doesn't like REALLY REALLY Small geometries.

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 3:30 pm
by Red Spot

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 6:26 pm
by General BlackDragon
Hmm, did you ever get a repro on that?

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 7:52 pm
by Red Spot
No, but I also havent played very much BZC after that game and most of those where without the extra scrap spawning in.

Re: Crash caused by mod pilot.

Posted: Mon Jun 10, 2013 11:58 pm
by Nielk1
My guess is that the XSI handler has issues with such large (or small) numbers. Its probably losing precision. The MSH code is messy as hell so, crashes abound.

With a repo, I am sure GSH can patch something, even if it is just a graceful error instead of a hard crash.