WB Coding How come My game crashes when Loading (because of non loading textures and meshes)

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poo

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Hey guys I was wandering if the was a limit on the amount of items you can have.I ask this because im having crashing problems.I was adding alot of items to my mod.I compile and everything is alright
插入代码块:
Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
WARNING: Local variable never used: var8, at: 0
WARNING: Local variable never used: var7, at: 0
WARNING: Local variable never used: var7, at: 0
WARNING: Local variable never used: var8, at: 0
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
WARNING: Global variable never used: boss_battle_1
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .
ps...dont worry they are only warnings.


But When I start the game and go into loading screen it stops at loading setting data.It CTD with no warnings.This leads me to believe it is a memory problem.I have a decent PC so how come I am getting this.Also played around with settings to see if it would solve it.So i go into rgl_log.text to see what is happening.

(disclaimer Items used come from Naruto mod by sundiata with permission a long time ago)
Also The rgl_log file was too long so i had to compress it a lil bit so it can fit (there are actually alot more WARNING unable to find material for mesh...)
插入代码块:
Starting new log file.
Version:  1.174


rgl_post_warning_line: get_object failed for texture: normal
rgl_post_warning_line: get_object failed for texture: normal
rgl_post_warning_line: WARNING: Unable to find material C__Users_Leo_2_Desktop___ntxr00 for mesh Madara
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblue
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblue.lod1
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblue.lod2
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblue.lod3
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblueround
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblueround.lod1
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblueround.lod2
rgl_post_warning_line: WARNING: Unable to find material  for mesh armoured_headbandblueround.lod3
rgl_post_warning_line: WARNING: Unable to find material kakashia2 for mesh cl
rgl_post_warning_line: WARNING: Unable to find material omoi for mesh cloudbrace Loading Module Resource  xtree_meshes
Loading Module Resource  xtree_meshes_c
Loading Module Resource  jutsusource

} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_medium
WARNING: UNABLE TO MAP SOUND CODE:  snd_release_crossbow_far
WARNING: UNABLE TO MAP SOUND CODE:  snd_bullet_hit_body
WARNING: UNABLE TO MAP SOUND CODE:  snd_player_hit_by_bullet

rgl_post_warning_line: get_object failed for body: asplode
rgl_post_warning_line: get_object failed for body: asplode WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_get_party_speed_multiplier
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_dives_into_water
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_troop_upgrades_button_clicked
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_character_screen_requested
Loading Module...
Loading item kinds...
The Problem is not the unable to map game script code because you can see how it stops at loading items.
So I go into OpenBrf and take a look at the supposed missing textures and such.They are pretty much all there in OpenBrf all in the module folder.I thought that maybe I have to add the remaining items that have meshes and textures etc not used yet but that hasnt solved it.Like I said there are no missing textures they are all in the modules folder.Its a memory problem but caused by all these supposed failed textures.I have no Idea
 
解决方案
Ok, you combined everything into one brf file. While this might be intuitive a good idea it's not working out. There is a maximum size for a brf file and above it the game crashes. Not sure anymore what the maximum is but just don't put everything into one brf file :wink:
Its alright now its not crashing anymore.I guess the brf file wasnt big enough to crash it


EDIT: oh yeah it does crash but It only crashes in openbrf fiouf.So I guess I will just wing it and hopefully never have to use openbrf ever again
If you add new meshes, you also have to add material and texture entries into the brf files, not only the texture to the texture folder. Did you do this? Also watch out for that you have spelled all brf files correctly in module.ini.
 
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If you add new meshes, you also have to add material and texture entries into the brf files, not only the texture to the texture folder. Did you do this? Also watch out for that you have spelled all brf files correctly in module.ini.
Yes im sure all the material and texture files are there because when i look up one of the supposed missing items in open brf with the find in module function all the .dds and meshes.materials show up in the search
 
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There's a pretty strict load order to these things in module.ini as well.

Textures, then Materials, then Models.

If they're all in the same brf it's not a big deal, but if you seperate them you need to make sure anything that gets referenced in a brf is contained inside a brf higher in load order.

For example, in cool_models.brf, I have a model with the material dope_mat.
If that material is in a separate brf, say cool_materials.brf, it needs to appear higher than cool_models.
Similarly, if dope_mat refers to a texture that's in a different brf, it needs to appear higher.
So in this example the load order would need to read like
load_mod_resource = textures.brf
load_mod_resource = cool_materials.brf
load_mod_resource = cool_models.brf
 
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Hey guys So what I did was I combined everysingle brf file into one and that solved someof the errors and I fixed some more that didn't have any materials and textures assigned to them.After fixing them I have come to realise the reason its crashing is not because of the brf files but because of items.As you can see it crashes when its on load_itemkinds1.Its weird how no error shows up on module system tho.I will get to you guys when I fix it.


EDIT: Alright yeah it was because of the items not because of the brf.Thank you guys for answering I have fixed it now.
 
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Ok, you combined everything into one brf file. While this might be intuitive a good idea it's not working out. There is a maximum size for a brf file and above it the game crashes. Not sure anymore what the maximum is but just don't put everything into one brf file :wink:
 
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Ok, you combined everything into one brf file. While this might be intuitive a good idea it's not working out. There is a maximum size for a brf file and above it the game crashes. Not sure anymore what the maximum is but just don't put everything into one brf file :wink:
Its alright now its not crashing anymore.I guess the brf file wasnt big enough to crash it


EDIT: oh yeah it does crash but It only crashes in openbrf fiouf.So I guess I will just wing it and hopefully never have to use openbrf ever again
 
最后编辑:
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