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kv-2 crash game.

Posted: Fri Dec 06, 2013 6:47 am
by XxHAMADEHxX
I made a kv-2 model in blender. When I export it crashes the game

heres the error.
---- Battlezone II Log File ----
//=====================================================
App version: bz2edit 1.3.6.4n Public Beta Aug 12 2013 21:41:20
Windows version: Windows Version: 6.2.9200 '' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|MissionHandler_oldcode:1246 |01:07:20|21646 |Expanded game UI file of 'bzeditor_license_1366x768.cfg' not found. Using default of 'bzeditor_license.cfg'
DIAG| runcodes:159 |01:07:20|21647 |[View] Entering run code [EDITOR]
DIAG| runcodes:159 |01:07:20|21647 |[Edit] Entering run code [height]
DIAG|MissionHandler_oldcode:1246 |01:07:21|22319 |Expanded game UI file of 'bzeditor_enter_1366x768.cfg' not found. Using default of 'bzeditor_enter.cfg'
DIAG| runcodes:159 |01:07:21|22335 |[Edit] Entering run code [height]
DIAG| runcodes:159 |01:07:24|25745 |[Edit] Entering run code [object]
DIAG| meshread:2188 |01:07:30|31442 |Missing binary mesh kv-2.xsi, use XSI
DIAG| meshread:2199 |01:07:30|31442 |Building kv-2 .msh
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 00000004h
Message : Exception
Error occurred at 12/6/2013 01:07:38.
C:\Program Files (x86)\Battlezone II\BZ2Edit.exe, run by WHamadeh.
C:\Program Files (x86)\Battlezone II\BZ2Edit.exe, run by WHamadeh.
CPU: 4 processor(s), Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz
Intel64 Family 6 Model 58 Stepping 9
Process Memory : 1502 MB free out of 2048 MB total
Physical memory: 3287 MB free out of 6030 MB total
Page(swap) file: 3824 MB free out of 7694 MB total
This exe is using 215 MB (85 MB dlmalloc), peak use 228 MB

Fault address: 00378073 01:00117073 C:\Program Files (x86)\Battlezone II\BZ2Edit.exe

Registers:
EAX:00000004
EBX:17680630
ECX:00000005
EDX:172F6027
ESI:172F6020
EDI:00000000
CS:EIP:0023:00378073
SS:ESP:002B:062CD1F8 EBP:062CD314
DS:002B ES:002B FS:0053 GS:002B
Flags:00210206

Call stack:
Address Offset1 Offset2 Module SourceFile
00378073 +00118073 000000CE BZ2Edit (BZ2Edit): : Tread_Control_Helper13::Tread_Control_Helper13

0031CAC6 +000BCAC6 00000262 BZ2Edit (BZ2Edit): : TrackedVehicle::TrackedVehicle

002D40C1 +000740C1 00000013 BZ2Edit (BZ2Edit): : AssaultTank::AssaultTank

002D4793 +00074793 00000018 BZ2Edit (BZ2Edit): : AssaultTankClass::Build

002FA106 +0009A106 0000000D BZ2Edit (BZ2Edit): : GameObjectClass::Build

002B9F2E +00059F2E 000000CD BZ2Edit (BZ2Edit): : EditObject::ApplyPlace

002B9482 +00059482 000002DD BZ2Edit (BZ2Edit): : EditObject::Process

003E97C9 +001897C9 0000019E BZ2Edit (BZ2Edit): : RunCodes::Process

002C7201 +00067201 00000087 BZ2Edit (BZ2Edit): : MissionHandler::State::EditState::Process

003E97C9 +001897C9 0000019E BZ2Edit (BZ2Edit): : RunCodes::Process

002C4545 +00064545 00000012 BZ2Edit (BZ2Edit): : MissionHandler::Process

003E97C9 +001897C9 0000019E BZ2Edit (BZ2Edit): : RunCodes::Process

003E3BF3 +00183BF3 0000004A BZ2Edit (BZ2Edit): : Main::MessagePump

002AB1C6 +0004B1C6 000004E8 BZ2Edit (BZ2Edit): : HandledMain

002AAE68 +0004AE68 0000018A BZ2Edit (BZ2Edit): : HandledMain

002A7E77 +00047E77 00000069 BZ2Edit (BZ2Edit): : WinMain

0044192B +001E192B 00000191 BZ2Edit (BZ2Edit): : strcat

7709495D +0001495D 0000000E KERNEL32 (KERNEL32): : BaseThreadInitThunk

773F98EE +000498EE 00000084 ntdll (ntdll): : RtlInitializeExceptionChain

773F98C4 +000498C4 0000005A ntdll (ntdll): : RtlInitializeExceptionChain


Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 10:06 am
by Red Spot
Not a hero in modelling or bug repports like this, but is a part of your model called 'Tread_Control_Helper13' ?

Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 2:15 pm
by MrTwosheds
Implying that you are using a tracked vehicle odf, So the model will need to have the correctly named parts for that class of vehicle.

Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 6:00 pm
by XxHAMADEHxX
I found out the problem its because I named the treads "tred" instead of "tread" XD

Thanks guys

I have a new problem now. For some reason the turret wont stay on top of the tank. I believe it has somthing to do with a dotted line in blender.
The line goes from the turret to the ground.

Any suggestions?

Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 6:01 pm
by General BlackDragon
IDK, Is it higherarchied properly?

Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 6:10 pm
by XxHAMADEHxX
Im not sure what that is. XD
I'm new this is like my 3 or 4th model
and models before were very basic (execept my airplane and that itself wasn't too hard)

Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 7:07 pm
by GSH
Some BZ2 craft types have very particular naming convention requirements. Until you know what you can change, it's best to modify an existing model, or copy the hierarchy and names from an existing model. In short: start with BZ2's hierarchy and names. Make small changes, and be able to back them out whenever a change isn't accepted by BZ2.

-- GSH

Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 9:19 pm
by DarkCobra262
GSH wrote:Some BZ2 craft types have very particular naming convention requirements. Until you know what you can change, it's best to modify an existing model, or copy the hierarchy and names from an existing model. In short: start with BZ2's hierarchy and names. Make small changes, and be able to back them out whenever a change isn't accepted by BZ2.

-- GSH
This, you have to make sure the treads and stuff are named correctly, otherwise it WILL crash the game. Make sure you also have a good hierarchy setup.. and make sure the hp_eyepoint is linked to turret_x

Re: kv-2 crash game.

Posted: Fri Dec 06, 2013 11:11 pm
by Nielk1
I told him to clone how a stock model looked in hierarchy so he should be good. I only expect some pivot issues.

Re: kv-2 crash game.

Posted: Sat Dec 07, 2013 12:06 am
by XxHAMADEHxX
Oh I actually have an assault tank opened in another blender(Like Nielk1 said). I put everything according to how the a.tank is made. However I had already made my own suspension before I found out the a.tank didn't have any.

Thanks I didn't really have a problem with the treads thank God (except I accidentally named them tred). Now the problem I'm having is with the turret. For some reason its coming off the body when it turns.

I also put the eye point n turret_x

Thanks guys

Re: kv-2 crash game.

Posted: Sat Dec 07, 2013 12:49 am
by Red Devil
what's kv-2 mean?

Re: kv-2 crash game.

Posted: Sat Dec 07, 2013 12:59 am
by Ded10c
It's a Soviet tank.

Re: kv-2 crash game.

Posted: Sat Dec 07, 2013 1:01 am
by Vassili

Re: kv-2 crash game.

Posted: Sat Dec 07, 2013 1:59 am
by MrTwosheds
The turret issue is to do with the pivot point position, the point that the turret rotates about, this is its coordinate in the models xsi mesh 0;0;0
In max you can set the pivot point and collapse the mesh.
In other modeling programs you might just want to put the turret at the dead center of the axis before exporting.
Different programs use different methods to define the actual numerical structure of the mesh.

Re: kv-2 crash game.

Posted: Sat Dec 07, 2013 3:09 am
by General BlackDragon
Yeah, u need to move the pivot of the turret. The pivot of each piece is where it will rotate at.