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Re: Breldur, my new age
Posted: Mon Apr 12, 2010 12:27 pm
by Jonnee
Whow. That was quick! Thanks, D'Lanor. I will test it right now.
edit: Damn! Something went wrong. I was changing 699 objects into "convex hull". After exporting the age I'm not able to enter Breldur.
The loading bar stops at 75 percent and the game freezes. It's hard to get back to the desktop too.

Re: Breldur, my new age
Posted: Mon Apr 12, 2010 2:32 pm
by D'Lanor
I tested the script on a development age before I posted it and there were no problems. It converted 238 objects and I was able to link to the age fine. Then I fell through the floor since its collision was now higher than my link-in point
(Edit: in fact it is now totally impossible to walk anywhere).

Hence my remark about keeping the triangle mesh bounds for floors.
So I don't think it is my script which makes you crash. Did you change anything else?
Re: Breldur, my new age
Posted: Mon Apr 12, 2010 3:48 pm
by Nadnerb
....... yes... setting non-convex and even convex objects to convex hulls without thinking about what you are doing will cause problems. First, you can only collide with the outside of a convex hull, so if you end up inside of one, the only place you're going is out. A square wall around a floor will become a box that will you push you off of your floor, and a completely convex room will remain convex, but will also force you out of the room instead of keeping you inside.
This kind of naive bounds switching is not the answer, it simply changes all your colliders to something that they're not supposed to be.
Re: Breldur, my new age
Posted: Mon Apr 12, 2010 4:10 pm
by D'Lanor
Oh well, I'm sure Jonnee makes backups before he tries anything new.

If not then the script can be easily reversed.
Re: Breldur, my new age
Posted: Mon Apr 12, 2010 4:14 pm
by tachzusamm
Inspired by Jonnee's problem, I wrote a script which just *lists* each object in the current scene which has BOUNDS set, together with the object's name, into a text file, sorted by the bounds type.
This may be helpful to get an idea or overview of the total affected objects, or which to think about, or just to remember their names to find them and change manually.
When installed (copied to the scripts folder), the script can be found under "Export -> Export Collider Objects".
In the hope this will be useful,
tach
Re: Breldur, my new age
Posted: Mon Apr 12, 2010 8:43 pm
by Jonnee
*lol*

For sure I'm doing backups.
Ok, this evening I will just change some bounds to convex hull. After a successfull exporting and entering Breldur I will change the next bounds till the error happens again. Then it should be easy to find the error causing object.
Re: Breldur, my new age
Posted: Tue Apr 13, 2010 2:01 am
by Aloys
I'm 99% sure that collision properties do not cause freezes at load times. I've done my share of test on those and I've never encountered that problem.
Then again I could be wrong.
Loading freezes can be cause by a number of random things (usually corrupted objets or corrupted PRPs); and I see we do not have anything listed in the
troubleshooting FAQ.
As D'lanor points out the problem must be something else. Have a look at the other changes you did before your last export it must be in there.
Re: Breldur, my new age
Posted: Tue Apr 13, 2010 2:28 am
by Jonnee
No definitly not. The error happend after changing the bounds to convex hull. I've done a security backup before, and this works fine.
So this morning I restored the old version of Breldur and just changed a few objects, but after exporting the age the computer got frozen again. Then I did export original pages from the unchanged version. Only after restoring page #3 I could enter Breldur again. So the error must be on that page, because I haven't done any changes on page #3 for months.
I will check this page this evening.

Re: Breldur, my new age
Posted: Tue Apr 13, 2010 3:14 am
by Aloys
That's interesting to know then. I suppose Uru calculates the collisions on loading time so there must be something it doesn't diggest correctly in the Age. It'd be interesting to find which object is problematic to understand what goes wrong.
Re: Breldur, my new age
Posted: Tue Apr 13, 2010 6:35 am
by Paradox
Aloys wrote:I'm 99% sure that collision properties do not cause freezes at load times. I've done my share of test on those and I've never encountered that problem.
Then again I could be wrong.
Loading freezes can be cause by a number of random things (usually corrupted objets or corrupted PRPs); and I see we do not have anything listed in the
troubleshooting FAQ.
As D'lanor points out the problem must be something else. Have a look at the other changes you did before your last export it must be in there.
When working on Pahts, I managed to find a combination of physical properties that made loading time unbearable. I think it was 10 minutes to load just the Blue district, without shells.
Do not click the actor button on all your objects, as this adds flags which cause them to collide with one another. For solid, unmoving objects that is a
BAD thing. The engine spends a lot of time calculating the physical intersection of the walls and the floor, but can't actually resolve the collision penetration of either object since they are not given certain other flags.