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Helicopter causing IE
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Apr 28, 2013 8:20 pm    Post subject:  Helicopter causing IE
Subject description: something to do with the HVA and UseBuffer
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i've downloaded a unfinished helicopter from a public dump by Orac and modified it, giving it a HVA with rotors spinning, removed missile pods and added a MG on the side. But when i try it ingame i get an IE. After hours of trying many things, i tried a HVA automatically generated by VXLSEIII, and it worked (but obviously it was crap), so i tried my HVA again but removed UseBuffer=yes from the art.ini, which stopped it from crashing the game but the chopper is mega bugged (check picture below)

here is my art and rules

ART
[TRANSPORT] ; BlackHawk transport
Cameo=SHADICON
AltCameo=SHADUICO
Voxel=yes
;UseBuffer=yes ;why is this causing a IE?
DisableVoxelCache=yes ; SJM: this is a major cache hog
DisableShadowCache=yes ; SJM: this too
Remapable=yes
TurretOffset=50
PrimaryFireFLH=175,0,10
ShadowIndex=2 ;order of v

RULES
[TRANSPORT]
UIName=Name:TEST
Name=TEST
;Prerequisite=GAHPAD
Prerequisite=GAWEAP
Primary=NightHawkDummyWeapon ;BlackHawkCannon (X)
Strength=175
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=6
Speed=14
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no

what is going on? thx in advance[/u]



Untitled.png
 Description:
if i turn UseBuffer on it will crash, but if i use a HVA generated bye VXLSEIII it will be ok
 Filesize:  186.55 KB
 Viewed:  3205 Time(s)

Untitled.png



Transport.rar
 Description:
heres the chopper i've edited if you want to have a look at the HVA

Download
 Filename:  Transport.rar
 Filesize:  15.15 KB
 Downloaded:  37 Time(s)


Last edited by dodgevipergts on Sun Apr 28, 2013 8:48 pm; edited 1 time in total

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m7
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Joined: 17 Apr 2009

PostPosted: Sun Apr 28, 2013 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need a ShadowIndex pointing to the proper section of the voxel. I don't know if this is the issue, but it would at least be something you need to fix.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Apr 28, 2013 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
You need a ShadowIndex pointing to the proper section of the voxel. I don't know if this is the issue, but it would at least be something you need to fix.
i noticed this and have fixed this problem not long ago and my chopper still has buggy art ingame, i'll edit the code above

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Apr 29, 2013 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Rotor00 section has wrong index, change it to 1.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Apr 29, 2013 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Rotor00 section has wrong index, change it to 1.
thx for that, i've changed Rotor00 to index 1 in VXLSEIII now, but my chopper is still crashing with Usebuffer on and with it off still looks mega buggy ingame (surely it must be the HVA?, thats what i think anyway, may be wrong)

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Apr 29, 2013 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

It may be hva was made while the index was wrong and it is screwed somehow on that, try deleting hva and remaking the animating perhaps and other is also potential to have screwed up scaling but it sure looked fine in editor.

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Zero18
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Location: I'm too busy conquering the world!

PostPosted: Mon Apr 29, 2013 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Redo it is only way to fix it. Happens to me several time.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Apr 29, 2013 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have redone the HVA still crashng

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Apr 29, 2013 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Major breakthrough!!!!, i set the voxels main body to index 2, then set the propellers to index 0 and 1, and now it doesn't crash ingame with Usebuffer on, but still looks dodgey (not as bad though now the propellers are underneath the body and strangely positioned, only one of them spins and the chopper wildly wobbles about when moving)



Untitled.png
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 Viewed:  3099 Time(s)

Untitled.png



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 30, 2013 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

My usual fix for this is to separate all the parts, clean up the headers on all of the vxls & then put it back together again with a fresh hva.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed May 01, 2013 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread


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Zero18
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PostPosted: Wed May 01, 2013 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I usually fix it with a new voxel file and copy the part over to new voxel and redo the HVA over. Works like charm for me.

If it is buggy, you have to redo it over.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Wed May 01, 2013 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Here's one with just the HVA Fixed.

ShadowIndex=0

https://hotfile.com/dl/208040739/ff9db51/Nighthawk.rar.html

Not sure if you edited its graphics... but here's the original one with fixed HVAs...


thx i'll check this out

Zero18 wrote:
I usually fix it with a new voxel file and copy the part over to new voxel and redo the HVA over. Works like charm for me.

If it is buggy, you have to redo it over.


I'm hopeing it won't come to this

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Wed May 01, 2013 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Atomic_Noodles: cheers, but your HVA is doing the same things mine did. Crashing with Usebuffer on, looks dodgy with it off, and with the indexes change wobbles about madly with the rotors underneath it

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Zero18
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PostPosted: Wed May 01, 2013 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

dodgevipergts wrote:
@ Atomic_Noodles: cheers, but your HVA is doing the same things mine did. Crashing with Usebuffer on, looks dodgy with it off, and with the indexes change wobbles about madly with the rotors underneath it


Yeah, redo it over. Make new voxel file and copy the section over to the new voxel then save and redo HVA.

I made helicopters and they use usebuffer=yes and they work fine. I don't understand why it crash, but it has something to do with corrupted indexes. So clearly, redo it.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Wed May 01, 2013 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
dodgevipergts wrote:
@ Atomic_Noodles: cheers, but your HVA is doing the same things mine did. Crashing with Usebuffer on, looks dodgy with it off, and with the indexes change wobbles about madly with the rotors underneath it


Yeah, redo it over. Make new voxel file and copy the section over to the new voxel then save and redo HVA.

I made helicopters and they use usebuffer=yes and they work fine. I don't understand why it crash, but it has something to do with corrupted indexes. So clearly, redo it.
it's looking like my only option left, unless anyone can think of anything else

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4StarGeneral
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Location: Limbo

PostPosted: Wed May 01, 2013 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Somehow missed this topic.

Looks like the coding of your voxel file is corrupted, this may need to be looked at by Banshee in the future if VXLSE is saving incorrectly. If you can duplicate this vxl exactly, you should be able to see the incorrect bit.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Thu May 02, 2013 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Somehow missed this topic.

Looks like the coding of your voxel file is corrupted, this may need to be looked at by Banshee in the future if VXLSE is saving incorrectly. If you can duplicate this vxl exactly, you should be able to see the incorrect bit.
i've never really had any problems with VXLSE before

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu May 02, 2013 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread


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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Thu May 02, 2013 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Fixed it... I've tested this on the Nighthawk and it doesn't crash for me. Maybe try copying the Nighthawk's code and then editing it from there?

https://hotfile.com/dl/209182383/128ff27/Nighthawk_fixed.rar.html

Still ShadowIndex=0
cheers, it works, what was wrong with it anyway?, how did you get it to work?

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Atomic_Noodles
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PostPosted: Fri May 03, 2013 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Did it by making a fresh voxel file from scratch then each sections having the same dimensions as the one Orac made. Then I just copied each layer of the Sections.

So it probably was a corrupted HVA...

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Fri May 03, 2013 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

So I was right.  Smile

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Fri May 03, 2013 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Did it by making a fresh voxel file from scratch then each sections having the same dimensions as the one Orac made. Then I just copied each layer of the Sections.

So it probably was a corrupted HVA...
thx for doing that, i would have done it myself if you hadn't so cheers for doing it for me

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Atomic_Noodles
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PostPosted: Fri May 03, 2013 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

nah i was gonna use it as a basis for my nighthawk remake anyway as well so I might as well fix the original.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon May 13, 2013 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm back with anther helicopter trauma. A whole different one though, but i don't think it's gonna be that hard to fix this time. basically the rotor on this chopper wont spin in the centre, and spins all oddly and misaligned

I'm sure someone can help me with this, maybe I'm just being thick?



ironheli_000.gif
 Description:
the rotor won't spin in the centre like it's supposed to
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 Viewed:  2679 Time(s)

ironheli_000.gif



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Renegade
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PostPosted: Mon May 13, 2013 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is the center of the rotor actually in the center of the voxel (section)?

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon May 13, 2013 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade wrote:
Is the center of the rotor actually in the center of the voxel (section)?
even when centered it looks dodgey



ironheli_003.gif
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better centered
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Atomic_Noodles
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PostPosted: Tue May 14, 2013 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Just adjust the Rotors in each Frame to the center to the best of your ability.

Thats pretty much what Mech HVA Animators face except on an even grander scale.

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Team Black
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PostPosted: Tue May 14, 2013 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

remember there's a difference between HVA position, and voxel position. One of them will move the "center" of the blades, and will just move the graphic of the blades

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Last edited by Team Black on Tue May 14, 2013 1:21 am; edited 1 time in total

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Zero18
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PostPosted: Tue May 14, 2013 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Animating Mechbot is harder than this. I have done it before twice. #evil

Try centering the body where you want the rotor to be center. That will make animation much easier.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue May 14, 2013 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

the rotor must be ok, because it's a edit of the rotor from stingerrs mi28 voxel. The rotor works fine on his mi28 but not my chopper.

if worst comes to worst i'll make my own rotor, hopefully that'll work.

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Atomic_Noodles
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PostPosted: Tue May 14, 2013 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Its just 3 Frames... Just delete the original HVA then redo it.  Confused

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue May 14, 2013 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Its just 3 Frames... Just delete the original HVA then redo it.  Confused
oh yes of course, forgot completely that you could change the voxel offset lol, now i feel properly braindead Confused.

all is ok now

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