When does the error pop up? I googled it, and I saw some places saying it could be a sound card issue? Does it only happen when importing the monster or something?
It only happens when the monster is enabled in game :/
I can play all of the animation in both ModelEditor and ModelView, and I can place the enemy LevelEditor...
I can also play the game for as long as he is inactive, and the game doesn't crash untill it is enabled with scripts.
I have been having occasional sound issues, but it can always be solved with a quick restart!
If it is a soundcard issue, could you check if he works in your game? I might not bother with him at all if he works in your game...
I did try it with the "idle_extra_x.dae_anim" and it still didn't work... I removed them because in the user_defined_variables I have set the number of extra idle animations to 0. (brute has 2, grunt has 3) Therefore I assumed Idle extra animations were optional (from the model you can see why I wouldn't particularly want extra idle animations )
Anyways, thanks for the help... I'm gonna give this a break and work on my map for a bit. I appreciate all of the help you've given me so far, and I'm sure I will try again sometime in the future!
Ok, I thought I'd bring this thread back up now, seeing that a few more people have created their own monsters now. Basically, a few months ago I tried to create a custom monster, but after adding all the animations I found that it wouldn't run in game, I always got a black box error whenever the monster was loaded into the map. I put the main question on the first post, and there is a bit more information scattered about on pages 2 and 3.
So does anyone have any idea what is going on? The only difference between my monster, and the other ones is that mine has fewer bones. Should I give my monster the same skeleton as the grunt and brute? or does it not matter? Thanks in advance
Not trying to insult your abilities, but are the naming conventions of the bones/joints and mesh formatted exactly like the grunt's/brute's? They must be formatted just like the original monster's for the engine to "see" and know how to handle your skeleton. Here's the link for help naming them.
Cheers for the response.
I cannot remember if I did use the same naming convention as the grunt. I think mine were called things like "leftKnee" "rightForearm" and so-on. I never gave it the same names because it has less bones, so I thought it would read it as a completely different skeleton. I don't know if it matters, but it worked perfectly fine in model viewer and editor, but when it was set enabled via scripting, I'd get a crash.
Next tme I will try to use the same names for joints. Thanks again.