why track loads in SceneViewer and not in devmod

Discussion in 'Track Modding' started by kosmo1982, May 28, 2014.

  1. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    It crashes to desktop after like at 75% of loading in devmod without any error. I think i did everything like in tutorials. Used Joesville speedway and changed everything i should. Track is exported with 3dsimed from shift1. it has xsectors and im out of ideas. Im totally new to this.
     
  2. Woodee

    Woodee Registered

    Joined:
    Oct 4, 2010
    Messages:
    4,010
    Likes Received:
    1,071
  3. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    i thought it would load without aiw:) I thought You make it in devmod...
     
    Last edited by a moderator: May 28, 2014
  4. Woodee

    Woodee Registered

    Joined:
    Oct 4, 2010
    Messages:
    4,010
    Likes Received:
    1,071
    Yes... but I think it needs at least a default one to run.

     
  5. Mario Morais

    Mario Morais Registered

    Joined:
    Oct 26, 2010
    Messages:
    1,465
    Likes Received:
    169
    Track don't need AIW file just add some road or terrain to position [0,0,0] in order to drive.
    Check X<objects> ( Xsectors, Xfinish, Xpitin, xpitout) 80% is Xobjects.
     
  6. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    x<object are in gmts and in scn file so it should be fine. Where do i add road or terrain?
    I think it has something to do with commonmaps.mas. to get the track loading i need this file in moddev\location folder. If i delete commonmaps.mas from it and from scn track stopes loading exactly at the same time just with error that no skidmarks texture can load etc.
     
  7. A13

    A13 Registered

    Joined:
    Jul 31, 2012
    Messages:
    123
    Likes Received:
    29
    how you load it in dev mode?
    are you loading a complete race weekend? in this case the safety car spot is missing (no AIW -> no spot) and causes a crash.
    be sure you've only the practise session enabled, maybe this is the prob.

    another prob could be that the game has a problem loading the tdf file.
    in the gdb you have this line TerrainDataFile=..\JoesVille_Speedway.tdf check if the tdf is in the right location or edit the path of this entry to fit.
     
  8. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    im trying to load in practice only mode (private practice, AI=0). TerrainDataFile seems to be right too.
     
  9. INTEL48

    INTEL48 Registered

    Joined:
    Apr 10, 2013
    Messages:
    229
    Likes Received:
    1
    you need common.maps , check for missing { } brackets, and correct x.....files are written correct, eg:xpitin etc
     
  10. Nibiru

    Nibiru Registered

    Joined:
    Dec 24, 2011
    Messages:
    1,200
    Likes Received:
    1,295
    If the issue is still there after checking the above is correct ......make sure you have no material names larger than 32 characters.
     
  11. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    xobjects seems fine since i just copied them. Removed all the characters longer than 32 characters but it still crashes in exactly same place
     
  12. MJP

    MJP Registered

    Joined:
    Oct 5, 2010
    Messages:
    988
    Likes Received:
    21
    Does trace.txt give any clue?
     
  13. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    Not sure. Thats all thats in it:

    TRACE LEVEL = 3
    tracelog.cpp 139: Command line: "+path=".." +hash=####HIDDEN####4"
    main.cpp 290: FPU=0x0009001f
    game.cpp 1742: Entered Game::Enter()
    osman.cpp 808: Entered OSMan::Enter()
    plrfile.cpp 2965: Entered PlayerFile::Enter()
    setup.cpp 2221: ATTENTION: Skipping vehicle because the filename rter_01.veh matches an existing vehicle
    setup.cpp 2221: ATTENTION: Skipping vehicle because the filename rter_02.veh matches an existing vehicle
    plrfile.cpp 2107: Attempting to save to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2144: Retcode: 0 for renaming to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.PLR
    hwinput.cpp 7628: Entered HWInput::Enter()
    hwinput.cpp 7629: HKL=0x04150415
    vidman.cpp 1871: Entered VidMan::Enter()
    specialfx.cp 3759: Entered SpecialFX::Enter()
    dynman.cpp 673: Entered DynMan::Enter()
    sound.cpp 1312: Entered Sound::Enter()
    onscreen.cpp 3540: Entered OnScreen::Enter()
    game.cpp 1804: Entered Game::Setup()
    hwinput.cpp 7719: Entered HWInput::Setup()
    hwinput.cpp 7702: DirectInput enumerated 2 game controller(s)
    hwinput.cpp 1475: Controller was enumerated ...
    hwinput.cpp 1619: ... and successfully initialized
    hwinput.cpp 1475: Controller was enumerated ...
    hwinput.cpp 1619: ... and successfully initialized
    options.cpp 4999: Entered Options::Setup()
    O_AppObj.cpp 2829: Initiate options object creation
    O_OSC.cpp 2945: Entered Options_OSC_Reader::ReadOSC()
    plrfile.cpp 2107: Attempting to save to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2144: Retcode: 0 for renaming to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.PLR
    plrfile.cpp 2107: Attempting to save to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2144: Retcode: 0 for renaming to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.PLR
    plrfile.cpp 2107: Attempting to save to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2144: Retcode: 0 for renaming to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.PLR
    vidman.cpp 1425: Trying to Play Bink File: e:\Program Files (x86)\rFactor2\ModDev\Options\MODMode\ISILogo.bik
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\ISILOGO.BIK
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\ISILOGO.BIK
    vidman.cpp 1425: Trying to Play Bink File: e:\Program Files (x86)\rFactor2\ModDev\Options\MODMode\TestingMOD.bik
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\TESTINGMOD.BIK
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\TESTINGMOD.BIK
    vidman.cpp 1425: Trying to Play Bink File: e:\Program Files (x86)\rFactor2\ModDev\Options\MODMode\PreGame.avi
    MovieMan.cpp 130: Error opening AVI file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\PREGAME.AVI
    MovieMan.cpp 130: Error opening AVI file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\PREGAME.AVI
    tire_manager 1370: Non-existent tire brand ""
    tire_manager 1370: Non-existent tire brand ""
    O_OSC.cpp 3125: Exited Options_OSC_Reader::ReadOSC()
    O_AppObj.cpp 2918: Options object creation successful
    specialfx.cp 3765: Entered SpecialFX::Setup()
    steward.cpp 8331: Entered Steward::Setup()
    dynman.cpp 713: Entered DynMan::Setup()
    sound.cpp 1328: Entered Sound::Setup()
    render.cpp 1672: Entered Render::Setup()
    onscreen.cpp 3546: Entered OnScreen::Setup()
    plrfile.cpp 3005: Entered PlayerFile::Setup()
    plrfile.cpp 2107: Attempting to save to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.TMP
    plrfile.cpp 2144: Retcode: 0 for renaming to e:\Program Files (x86)\rFactor2\ModDev\UserData\player\player.PLR
    game.cpp 1846: Entered Game::Init()
    game.cpp 1850: got past replayman init
    vidman.cpp 2116: Entered VidMan::Init()
    ai_db.cpp 3479: Entered AIDatabase::Init()
    ai_db.cpp 1756: AIW PATH LOGGING: less than 3 paths defined in AIW, setting 3 paths a default
    ai_db.cpp 1779: AIW PATH LOGGING: Adding a new path time
    ai_db.cpp 1779: AIW PATH LOGGING: Adding a new path time
    ai_db.cpp 1779: AIW PATH LOGGING: Adding a new path time
    ai_db.cpp 1789: AIW PATH LOGGING: Adding a new AI path time
    ai_db.cpp 1789: AIW PATH LOGGING: Adding a new AI path time
    ai_db.cpp 1789: AIW PATH LOGGING: Adding a new AI path time
    ai_db.cpp 11450: No AIW path found...attempting to create one from max ASE export file
    ai_db.cpp 11473: No max ASE export file found. we have entered a bad state
    steward.cpp 8348: Entered Steward::Init()
    steward.cpp 2485: Could not find light "STARTLIGHT"
    steward.cpp 2498: Could not find glow "STARTGLOW"
    steward.cpp 2485: Could not find light "PITLIGHTIN"
    steward.cpp 2498: Could not find glow "PITGLOWIN"
    steward.cpp 2485: Could not find light "PITLIGHTOUT"
    steward.cpp 2498: Could not find glow "PITGLOWOUT"
    hwinput.cpp 7768: Entered HWInput::Init()
    specialfx.cp 3871: Entered SpecialFX::Init()
     
  14. Jka

    Jka Member Staff Member

    Joined:
    Jan 31, 2011
    Messages:
    954
    Likes Received:
    213
    If track loads in viewer, there should not be anything fundamentaly wrong with the track.

    Trace file shows, that there is something wrong with AIW and for some reason dev mode could not generate temporary AIW.

    Copy some existing AIW file from ISI track and rename it to match your track name. Edit this AIW file's first garage spot to coords 0,0,0 or any equivalent coords, which has solid asphalt under it on your track.

    Try if this helps.

    In most cases 75% loading + ctd behaviour is caused by x-sectors or AIW.

    Cheers!
     
  15. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    I tried with AIW line and it didnt help.
    ok guys, thanks a lot for help but im too noobish for that. I think i will give up for now. Maybe will try to export track from 3dsmax and see if it will work...
    Where is some deep track manual cause in dev corner for rf2 i cant find anything helpfull?
     
  16. Bink

    Bink Registered

    Joined:
    Nov 20, 2011
    Messages:
    523
    Likes Received:
    2
    Hey kosmo1982,

    You're not alone... everyone here has faced one of these irritating problems trying to get something to load. Why don't you post the track here (zip file of max scene, and all the docs scn, tdf, gdb, etc.....)? Several people here will probably take it as a challenge, figure it out, post the results, and you'll know how that particular problem can happen... whatever it might be.
     
  17. INTEL48

    INTEL48 Registered

    Joined:
    Apr 10, 2013
    Messages:
    229
    Likes Received:
    1
    Might just have found your problem....are you using a vehicle mod,??? or defailt rtrainer, looks like you are using a different mod, and is crasshing on "tyre " files, and have also noticed, you are trying to load a bik file for movies, rf2 doesnt support movies yet, either one of these , or both is causing your problem...see below copy of lines from your tracelog file, if you are still learning file structures, dont play with something that isnt broke, stick with trainer car.


    setup.cpp 2221: ATTENTION: Skipping vehicle because the filename rter_01.veh matches an existing vehicle
    setup.cpp 2221: ATTENTION: Skipping vehicle because the filename rter_02.veh matches an existing vehicle
    vidman.cpp 1425: Trying to Play Bink File: e:\Program Files (x86)\rFactor2\ModDev\Options\MODMode\ISILogo.bik
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\ISILOGO.BIK
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\ISILOGO.BIK
    vidman.cpp 1425: Trying to Play Bink File: e:\Program Files (x86)\rFactor2\ModDev\Options\MODMode\TestingMOD.b ik
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\TESTINGMOD.B IK
    MovieMan.cpp 120: Error locating video file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\TESTINGMOD.B IK
    vidman.cpp 1425: Trying to Play Bink File: e:\Program Files (x86)\rFactor2\ModDev\Options\MODMode\PreGame.avi
    MovieMan.cpp 130: Error opening AVI file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\PREGAME.AVI
    MovieMan.cpp 130: Error opening AVI file E:\PROGRAM FILES (X86)\RFACTOR2\MODDEV\OPTIONS\MODMODE\PREGAME.AVI
    tire_manager 1370: Non-existent tire brand ""
    tire_manager 1370: Non-existent tire brand "


    cheers
     
    Last edited by a moderator: Jun 5, 2014
  18. kosmo1982

    kosmo1982 Registered

    Joined:
    Jan 10, 2012
    Messages:
    222
    Likes Received:
    9
    uploading files wouldnt be a good idea cause its conversion from shift1 :/

    Im using rtrainer so dont know why tires doesnt load and i disabled movies in settings later to check if this is a problem, but it didnt help.
     
  19. WiZPER

    WiZPER Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,517
    Likes Received:
    186
    Every trace is full of weird "errors", but it looks like you do have have proper materials for startlights and pitlights...

    steward.cpp 2485: Could not find light "STARTLIGHT"
    steward.cpp 2498: Could not find glow "STARTGLOW"
    steward.cpp 2485: Could not find light "PITLIGHTIN"
    steward.cpp 2498: Could not find glow "PITGLOWIN"
    steward.cpp 2485: Could not find light "PITLIGHTOUT"
    steward.cpp 2498: Could not find glow "PITGLOWOUT"


    If you "borrowed" the GMTs from another tracks, you need to also add the textures. But also, as Jka says it could be missing timing gates. Or perhaps you simply do NOT have those pit/start light objects at all ?
     

Share This Page