[help] Exception with GOOFEd and Paginglandscape plugin

Rendar

16-10-2006 04:49:17

Hi all, been lurking on these forums for a while and I finally decided to attempt to get this stuff running so I could check it out.

I downloaded the CVS and got to work on Falagard's instructions on the GOOF Wiki as well as started learning the steps necessary to get maps running.

I got the Demo for the paginglandscape to run fine.

I went to run the GOOF program and its loading up fine and then at some point gives me an exception.

Using the debugger, it appears its crashing in OgrePagingLandscapeTexture.cpp at the line that reads:

texName = opt->SplatDetailMapNames[splat];

Apparently, the value of splat becomes "4" and there is no entry in the array. I checked it step by step using (its using the default GOOF map) and its going through 0-3 fine, loading the appropriate textures, but for some reason it goes to a 5th number "4" even though there are only a total of 4 textures to load.

I'm sure this is a newbie mistake on my part somewhere, I'm afraid all this setup has left me slightly confused at times which directories and such I'm working with :P

Is it possible I got an old version of one of the source files? I'm should be using Dagon release 1.2.3

Thanks!

tuan kuranes

16-10-2006 13:22:16

if you have 4 texture that's 0 1 2 3, so it should not go up to 4.

Rendar

16-10-2006 13:55:25

Agreed, and thats why I'm wondering if I have a code version mismatch or something somewhere since I've not made any code changes to any of the PagingLandscape code, nor any to GOOF.

I suppose I could simply add a check to make sure it doesn't go over it's bounds in the code but I didn't want to change any of the base code since I don't understand much of it yet.

Rendar

17-10-2006 05:51:42

I tried redownloading the GOOF and PagingLandscape files from CVS and tried recompiling.

This time I started getting a break in debug that led to dissassembly code..not sure where exactly its having problems now.

Guess tomorrow I'm going to wipe everything and try to start over.

Is GOOF currently compatable with the newest release of Dagon or should I stick with the 1.2.1 revision recommended on WIKI?

Can't wait to get this stuff running, I'm dying to check it out!

Thanks,
Rendar

Rendar

17-10-2006 16:36:01

Hmm ok I think its safe to assume I am either incredibly rusty at C++ in general right now or this code just flat out hates me....

Or perhaps a combination of both...

Anyways, redownloaded everything from CVS, made sure I was using revision 1-2-1.

Recompiled, actually had some new problems with the:


mRayQuery->setQueryMask(RSQ_Height);


And another line although I searched on the forums and saw the fix for this.

:?: Is the line:


mRayQuery->setDirection(Vector3::NEGATIVE_UNIT_Y);


necessary for this fix? My compiler was having issues attempting to find setDirection.... I commented it out in the meantime.

Recompiled and got the exact same problem I started off with :cry:

This time, I changed the code to:


else if (texType == "Splatting")
{
if(splat < opt->NumMatHeightSplat)
{
texName = opt->SplatDetailMapNames[splat];
splat++;
}
}


to prevent it from attempting to execute that code when splat has gone over the number of actual splat textures.

This compiled but now I ran into a new assertion error...

:?: I seem to be missing the texture TempMap.Coverage.1.1.0 from the TempMap directory and am unsure as to where this comes from?

I suppose this is all good learning experience for me :)

Thanks,
Rendar

Rendar

18-10-2006 14:43:14

Today I attempted to rename some of the original textures that get copied from the DefaultGOOFedMap to the TempMap folder.

I know have the texture its looking for, TempMap.Coverage.1.1.0.png, in the TempMap folder.

Oddly enough, it still can't find it. This is even more curious considering several of the other similar textures are being found and read just fine in the same folder according to the log file.

Falagard

18-10-2006 18:04:56

TempMap is generated on the fly when you create new terrain. I have not been working with PLM2 for a while now so the latest PLM2 code may have done something to break the GOOF terrain editor.

Rendar

19-10-2006 02:54:21

Ok, thats cool. I figured there was the possibility of this but I wanted to make sure it wasn't something I did wrong with the setup or anything.

Guess I'll wait to check it out until next release...there is plenty of other stuff to keep me busy, somehow I completly missed the Ocean demo and that thing had me mesmerized for like a full 10 minutes today.

Anyways, I'll keep checking back for updates and reading up on everything :)

I did want to ask though, should I go ahead and update my Ogre download to the latest released revision or should I keep it at 1-2-1 for future use with GOOF?

Thanks again,
Rendar

Falagard

19-10-2006 03:32:49

Feel free to update, the next version of GOOF may be against Ogre HEAD which will end up being Eihort

Rendar

19-10-2006 04:23:46

Oh awesome ty. I think I'll keep with the official release for now and then upgrade possibly on the next GOOF/PLSM2 release if needed.

I'll try to use some of the time to learn the system and GOOF's systems. I could always start on preliminary programming and then make it into a plugin at some point if I came up with something neat... I see you've done that very thing with several applications.