I've got an issue with Barber Motorsports Park, when you finish the race, it will crash. It won't crash if you remove the corner workers, so I assume it has something to do with them. The corner workers all work correctly, showing the right flags at the right times, but when the first car crosses the finish line, the game will crash. Here's what the scn file looks like, where the animations are anyway. Any help would be great. Here's a log file from when the game crashes: https://justpaste.it/kn4n Instance=CornerWorker_000 { MeshFile=CornerWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Texture) AnimFile=CW_FLAGDOWN.ANM AnimFile=CW_FLAGHELD.ANM AnimFile=CW_FLAGWAVE.ANM AnimFile=CW_SAFETYCAR.ANM AnimFile=CW_VICTORY.ANM } Instance=StarterWorker_000 { MeshFile=StarterWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Texture) AnimFile=CW_FLAGDOWN.ANM AnimFile=CW_FLAGHELD.ANM AnimFile=CW_FLAGWAVE.ANM AnimFile=CW_SAFETYCAR.ANM AnimFile=CW_VICTORY.ANM AnimFile=SW_PRESTART.ANM AnimFile=SW_START.ANM AnimFile=SW_VICTORY.ANM }
Yes we had this. It happened at the end of a practice session the very second the clock ticks to zero, and also in race session the instant the leader the crosses the line. Many times. It definitely when the clock ticks zero/when leader crosses line. It did happen at Barber Motorsports Park and it happens at some other tracks too, but I am not sure which now. Not all tracks only some, not sure if it track related or not
Looks like too many animation files are listed for the Starter Worker. Try this? Also, there is absolutely NO need to use Textured shadow casters for solid objects. The output is the same; just comes at a larger performance cost. And you may want to set ShadowGroups for your objects. That way people running lower shadow detail will regain some FPS . Same with VisGroups (hide from mirror) ...
If it doesn't happen every time, then I'm not convinced that it is a track error. Are you running any plugins?
Sorry for the off topic, but, when you say "there is absolutely NO need to use Textured shadow casters for solid objects" is it valid for cars? Do you have a clear description how/when to use ShadowCaster, ShadowReceiver, Reflet and their goal for cars elements to avoid FPS lost with wrong usage?
Just the input detector one(don't know the name, shows brakes, throttle, steering). I'll upload it and let others test, then we'll know for sure. Mad_King, I think you should only use textured if you have some transparency, like tree's or fences.
Still crashing. I did three races, and one crashed at the end. Seems too random to be caused by something in the track, but maybe I'm wrong. Here's the log file, maybe there's something in it that will say something(I don't really know how to read it). http://justpaste.it/ku98
Coutie, I've looked over the track a little and noticed the starterworker flag has anims set as 0,1,2,3,4,5,6,7,8,9,0 whereas others I've checked have 0,1,2,3,4,5,6,7,8,9,10,0. This is in simed, as I've not started with anms in max yet. I've no idea if this is even a problem but thought I'd mention it just in case. You tested before by removing workers, so I guess the question is, does it crash at all if workers are not included?
It doesn't crash when they're all removed. I'm just using the default materials that came with the marshals, so I'll check that right now. Edit: The animation looks correct on my end, 0,1,2,3,4,5,6,7,8,9,10
It seems to work fine in dev mode, in the main game, I notice the animations are very slow, even delayed a bit. For example, the starter won't start waving the flag until the race is already started, and even then, the animation seems to be playing at one frame per five seconds.
Ok, i'll dig a bit deeper when I get back home. I opened a bunch from other tracks and they all go to ten except for this one. I'd think re-exporting might be wise but then why does it import fine in max? Curious indeed.
I removed all the corner workers and materials, and re-did all of them. Seems to be working now, I did three test races and had no crashes, which is more than I've been able to do before. The animations are still really slow, but maybe it's a game bug or something.
Nice spot Nibiru, cross fingers that's the issue. We don't need Coutie being bogged down on such things when there is so much work to do