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 Can't test new markings without completely adding new ones

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Cloud
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PostSubject: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 12:49 am

I want to add in a new marking, but before I make a code change I wanted to quickly replace it with an existing marking so I can test and then reverse back. But obviously I can't do that, because it gives me this error:



If you can't read it, it says 'Index out of bounds'.

I tried placing the original marking back in and I still get errored. I don't want to have to start over after all this progress has been made (code wise, not physical content wise) so is there any way to fix this? Thanks!
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 6:23 am

This must be problem with heads - its the only mesh that has submeshes. Error says you try to load submesh with number more that are on the head. Did you change heads? Did you change material placing in the code (preset placing, custom materials)?
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 12:18 pm

No, I didn't change anything other than the marking. And I forgot to mention it's a body marking, not head marking.
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 2:31 pm

I normally just test markings In the preset creator. It's 10x quicker and easier.
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 2:33 pm

When you use the clean original IT, do you have errors?

There must be modifications either in source or in the head or in the source to reach this error.

Look in the ogre.log to see what mesh causes an error.

For example I have the same error; and when I look for it in the log, I see that the last loaded mesh is Head1.mesh (I have deleted a submesh from there to test).
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 2:51 pm

I forgot to mention (again) that this error comes up when I try to create a new character. I can view already made characters.

The last mesh loaded is Head1.mesh
Spoiler:
 
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 4:29 pm

Do you have head1 on already existing characters?

Did you modify anything in the code? Do you have anywhere text "getSubEntity(x)", where x > 2?
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 4:58 pm

No, none of my existing characters use head1. But when you create a new char the first head is head1.
I didn't modify any code, just replaced one marking with another.
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 5:09 pm

Try replacing a head1 with another working head; or edit one of your characters so that it had Head1.

When you test markings on the clean original IT, do you have any errors?
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 5:56 pm

I don't have a fresh source at the moment, but yes it would, the error started after I replaced an old marking with a new one.

I believe the error was caused because I used a GIMP filter for special effects, so I remade the marking without any filters, but the issue is still happening. I tried switching an existing character's head with head1 and it crashes.
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 11:15 pm

If you copy head2 and rename it into the head1, will the error remain?
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 11:42 pm

The error is fixed if I rename a copy of head2 to head1. But I don't want to replace head1 with a copy of head2, I want a lion head option in game.
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PostSubject: Re: Can't test new markings without completely adding new ones   Mon Sep 21, 2015 4:12 am

Get somewhere a working head1.

If you had original heads there, just download a new one. If you made a head yourself/somebody has made it to you, try exporting and converting it again.
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PostSubject: Re: Can't test new markings without completely adding new ones   Mon Sep 21, 2015 6:23 pm

It's the old head1. I tried placing in my head1 from my private server which has it working, but it didn't work.
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PostSubject: Re: Can't test new markings without completely adding new ones   Mon Sep 21, 2015 11:28 pm

PM me your material codes? Magixmod 1 and 2 .material files, I can probably fix them up for you. Sounds like a material issue to me, not a mesh.

Or, is the marking image you used perfectly *square? (ex 200x200, not 200x800) or something like that.


Last edited by Nefadozone on Mon Sep 21, 2015 11:29 pm; edited 1 time in total (Reason for editing : 'perfectly rectangular?' i sure am tired)
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PostSubject: Re: Can't test new markings without completely adding new ones   Mon Sep 21, 2015 11:36 pm

I haven't edited the material files at all, it's a mesh error. I tested with another head that's not head1 and it works. So it's a mesh issue at this point.
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PostSubject: Re: Can't test new markings without completely adding new ones   Tue Sep 22, 2015 1:39 am

Could you post a copy of your Ogre.log with Head2 loading as Head1 successfully?

-Maybe it's the textures you're using for the head in question?

Code:

10:49:30: Texture: bodyMask1.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:30: Texture: bodyMask2.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:30: Texture: bodyMark6.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:30: Texture: headMask11.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:30: Texture: headMask12.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:30: Texture: headMask13.png: Loading 1 faces(PF_A8R8G8B8,2000x2000x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2000x2000x1.
10:49:30: Texture: headMask14.png: Loading 1 faces(PF_A8R8G8B8,2000x2000x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2000x2000x1.
10:49:31: Texture: headMask15.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:31: Texture: headMask16.png: Loading 1 faces(PF_A8R8G8B8,2000x2000x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2000x2000x1.
10:49:32: Texture: headMask17.png: Loading 1 faces(PF_A8R8G8B8,2000x2000x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2000x2000x1.
10:49:32: Texture: headTex2.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:49:32: Texture: headMark1_2.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:32: Texture: eyeTex.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
10:49:32: Texture: eyeMask1.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:32: Texture: eyeRMask2.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
10:49:32: Texture: eyeLMask2.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
10:49:32: Texture: EyeShaded.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
10:49:32: Texture: tailMask1.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:49:32: Texture: tailMark1.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
10:49:32: Can't assign material WingModColour4 to SubEntity of Wing1 because this Material does not exist. Have you forgotten to define it in a .material script?

2000x2000 seems way too big for a mask. 1024 x 1024 is really as large as I'd go for any player textures.

-As for the possibility of a submesh failure, as I have also seen before, do ALL of your other heads work fine without errors? Sometimes the game loads the mesh ahead of it, so choosing head3 will preload head4.. or something like that. Not sure how the oIT head1 would lack a headmat/teethmat or eyemat submesh, unless you're using the old old old flat-shaded head1.

-Is it the Head1 skeleton? if you're using kanu's run, try using the oIT skeletons and see if that doesn't fix something. Head1 (and 5? i think) don't use the same skeleton as heads 2,3, 4, and 6. Same goes for the materials.

-Does the triangular eared lion head load without crashing?
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PostSubject: Re: Can't test new markings without completely adding new ones   Tue Sep 22, 2015 10:46 am

I'll edit this post once I get back to my computer. I use Kanu's run, so I can switch out animations and see if that makes a difference.
The other questions I'll answer once I get back on my computer.
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PostSubject: Re: Can't test new markings without completely adding new ones   Tue Sep 22, 2015 7:12 pm

Here's the ogrelog with head2 posing as head1:
Spoiler:
 

Head5 also crashes. It must be a skeleton issue then.
And I also used Slycan's 3D teeth heads, but heads 1 and 5 didn't have 3D teeth.

Replacing Kanu's Head1-Armature with the oIT armature doesn't do anything, still crashes.

Only 1 and 5 crash as far as I know.

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PostSubject: Re: Can't test new markings without completely adding new ones   Wed Sep 23, 2015 12:15 am

Copy your media/textures folder temporarily somewhere else, then replace it with the oIT one. See if it's the textures maybe? If it wasn't the armatures and if the meshes aren't missing anything, it's worth a shot.
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PostSubject: Re: Can't test new markings without completely adding new ones   Wed Sep 23, 2015 4:31 pm

I don't think I could do that without pretty much having the same media folder as the one I have now. I have a body selector and dual eyes, so I added those parts in to the oIT folder, and any extra stuff like wings4, and it crashed, but it was an exe not working error.
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PostSubject: Re: Can't test new markings without completely adding new ones   Fri Sep 25, 2015 12:48 am

Bump
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PostSubject: Re: Can't test new markings without completely adding new ones   Fri Sep 25, 2015 7:37 am

Look in your source code one more time for getSubEntity(3) text. There must be something like this!

The Slycan's heads have an additional submesh with teeth material, that's why they don't crash on the "getSubEntity(3)" step. I got confused of your log with errors where game loaded all 3 submeshes, but still crashed, and other heads didn't crash (if that was lack of submeshes, the game woudn't load all 3 of them). But then I saw your log of working head loading 4 (!) materials. I checked the Slycan's heads - it has 4 submeshes.
So only way how it could be that head1 crashes and head2 doesn't crash, is if there's getSubEntity(3) in source code.
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PostSubject: Re: Can't test new markings without completely adding new ones   Fri Sep 25, 2015 10:34 am

I'm confused why it's crashing now, when it worked fine before. Where is this code? And should I change it to 4 or remove it?
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PostSubject: Re: Can't test new markings without completely adding new ones   Fri Sep 25, 2015 10:51 am

This code can be anywhere in the source. Visual studio supports searching of someone in the "current project" or "entire solution", this will look for that text in all files.
What to do depends on what should it do in that part of code.

Does your game crash with any errors? What did you change since game last worked?
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