Thread

TS7 closes without warning

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TS7 closes without warning // Bugs

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Post by rotcorp // Feb 8, 2006, 3:19am

rotcorp
Total Posts: 73
Here's the scene: Stock 3DS model of truck (a freebie) is painted and animated. Scene is saved, TS closed. I later opened it up and decided to add another layer of color (a dust layer). I open the paint panel, click on the truck to select it. Click on the eyedropper in the paint panel and sample the truck color. I added stock dirt texture, using another image as a mask, Using the paint roller tool, I apply this to the back of the truck. The model vanishes as if it's about to render, but it doesn't... TS just seems to finish what it's doing and the truck stays invisible until moved or unselected. I then press either render scene or render current object. TS7 closes instantly without warning.

Post by mrbones // Feb 8, 2006, 2:06pm

mrbones
Total Posts: 1280
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Is the model a multipart model with a heirarchy? Or is it a one mesh model?

Post by rotcorp // Feb 8, 2006, 3:41pm

rotcorp
Total Posts: 73
It has a heirarchy. I am suspecting that maybe I should navigate through the heirarchy to paint the object, though that is going to be a pain as there are a lot of subobjects that have the same paint scheme. What do you think?

Post by Alien // Feb 8, 2006, 3:50pm

Alien
Total Posts: 1231
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I think I read somewhere that this prob has something to do with the old hierachy format & that the solution was to completely unglue the whole thing, save as a scene, then load into tS7.

Post by rotcorp // Feb 8, 2006, 4:37pm

rotcorp
Total Posts: 73
EEEP. That might not work. The object is animated. I might try playing around with this, see if I can't find a work around (maybe trying to export to ts 6, retexture, reload?)

Post by rotcorp // Feb 8, 2006, 4:40pm

rotcorp
Total Posts: 73
Dang... I just realized that I have so many versions of TS on my computer it's stupid. I've still got everything down to version 4. Now if I could get pyrocluster to do ANYTHING in any of them (went to XP, lost the ability to load it) that would be nice.

Post by Alien // Feb 9, 2006, 5:43am

Alien
Total Posts: 1231
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Dang... I just realized that I have so many versions of TS on my computer it's stupid. I've still got everything down to version 4. Now if I could get pyrocluster to do ANYTHING in any of them (went to XP, lost the ability to load it) that would be nice.
Hmmm - well your post raises a couple of thoughts...

Firstly, seeing as Pyrocluster is 6 years old & [according to Caligari's plugin compatibility page] only worked in 6.0 with special installation, & had limitations in 6.5 & above, I'm not at all surprised if anybody has trouble getting it to work in tS7. TBH, I'd be more surprised if anybody did get it working!

On consulting the magic 8-ball, it said "all signs point to Cebas no-longer giving a toss about trueSpace". :(

As for XP - you did do a clean install, rather than an upgrade, right? If you buy the upgrade version you can still do a clean install, it just asks you to put the disc for the older version in at some point during the install for verification.

I've never done an upgrade over an older version, but I've heard you have to reinstall all your progs anyway, which kinda makes upgrading over an older version of windows instead of a fresh install kinda pointless.

Post by rotcorp // Feb 9, 2006, 6:45pm

rotcorp
Total Posts: 73
Hmmmm. OK, I thought someone got pyrocluster working on TS 7. And as for the clean install, I probably didn't do that though I can't be sure (well, ok, I'm pretty sure). Thanks for the info. Doesn't seem worth the effort to try to get pyro working as I just need it for one explosion which I can probably do with PPFX, or map a Particle Illusion render onto a 3d card and render that out. I was mostly after the volumetric aspect but I can pull off the same shot without it I think (a tank fires a projectile into a wall, smashing a stone column). As the whole shot will be degraded to look as though it's being viewed through a camcorder viewfinder, volumetric smoke is probably overkill anyway.

Thanks for the help/suggetsions and such. I'll miss pyro but hey... I'm sure something else will come along. In the meantime, I'll play around with multiple layers in ppfx and see what I get.

Thanks guys.

Post by bill // Feb 9, 2006, 8:45pm

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Total Posts: 114
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I was able to get Pyrocluster to work in TS7 with Win XP Home. I had it installed on an old computer that is now retired. After installing TS7 I installed Pyrocluster on the new machine. I emailed Cebas for an activation code but never received a response. So I fired up the old computer and grabbed the configuration files from it and copied them over to the new computer. Then found the old registration code and entered it and it worked. I did try a simple test animation and it worked with TS7.

Post by Cayenne // Feb 13, 2006, 4:05am

Cayenne
Total Posts: 144
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rotcorp, is the original problem in this thread still relevant and repeatable for you, I cannot replicate this scenario, here.


As a suggestion to all it is best if a bug report answers and questions remain relevant to the initial thread for a more active tracking and search purposes.


I do not know if the included mesh collapse tsx plugin described in the readme file will resolve the hierachy issue and leave the animation intact,


thanks
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