Editing help request...two story high walls CTD on placement

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Paul
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Editing help request...two story high walls CTD on placement

Post by Paul »

Ok, so I took the day off just to mess around with GMT and Komag's scripting for two story high walls. It would appear that I have an asset definition problem as on placement of the 2nd floor wall I receive a very rude editor CTD. The error string is a follows.

[string "Decoration.lua"]:0: File not found: mod_assets/models/env/temple_wall_01_2nd_floor.model
stack traceback:

C]: in function 'load'
[string "Decoration.lua"]: in function 'entityAddedToMap'
[string "Map.lua"]: in function 'addEntity'
[string "BaseEntity.lua"]: in function 'spawn'


[string "Arch.lua"]: in function 'spawn'
[string "DungeonEditor.lua"]: in function 'addObjectTool'
[string "DungeonEditor.lua"]: in function 'mapView'
[string

"DungeonEditor.lua"]: in function 'update'

Doing some investigating, I found that I didn't have a "Decoration.lua" file in the scripts directory. Not sure why, but it appears that one is being looked for. Didn't see one in the assets download file structure either, which has me scratching my head. So, I created one in my mod assets - scripts folder, added the model definitions and call it from init.lua and... same issue. Tried a couple other things, and still CTD. Note that I followed the instructions noted on the Scripting Superthread, located here... viewtopic.php?p=51525#p51525 and not sure what going on at this point.

Any guidance to help me in the error of my ways would be very much appreciated!

-Paul
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Komag
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Re: Editing help request...two story high walls CTD on place

Post by Komag »

you can usually ignore most everything in the "stack traceback" section of an error message - it refers to lua files buries in the code of the game that you don't have access to.

It simply appears that you have a definition for a wall that calls a model that you do not have. You will need to do exactly as it says and create or find a copy of the model file and put it in your mod_assets/models/env folder
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msyblade
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Re: Editing help request...two story high walls CTD on place

Post by msyblade »

When saving the .model from gmt, make sure to manually type .model for the save file.
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Damonya
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Re: Editing help request...two story high walls CTD on place

Post by Damonya »

I take this opportunity to ask:
Here is a link to the pillars Phitt made for me (his permission granted)
http://www.filedropper.com/pillars_3
Do you have a valid link? :roll:
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Komag
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Re: Editing help request...two story high walls CTD on place

Post by Komag »

That old link was temporary, but you can get everything in my source files from Nexus if you want
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Damonya
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Re: Editing help request...two story high walls CTD on place

Post by Damonya »

Komag wrote:That old link was temporary, but you can get everything in my source files from Nexus if you want
I did it. It did not served me because I wanted to work on wallset deep_dungeon, but this is not important, it allowed me to see all the crazy work you've done on your mod. I admire. Especially the very complex room with the basement :o You are a mad perfectionist :)
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Komag
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Re: Editing help request...two story high walls CTD on place

Post by Komag »

Ah yes, the tomb was the most difficult part of the entire dungeon to create, quite an illusion going on there 8-)
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Damonya
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Re: Editing help request...two story high walls CTD on place

Post by Damonya »

In fact, with the wall_set deep_dungeon I had clipping textures (not with other wall_set). But I found the solution, and very simple, not even need to new model file. I don't know if this was said: Just take a secret_door and put in position "Open". lol Simple but efficient :mrgreen:
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Paul
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Re: Editing help request...two story high walls CTD on place

Post by Paul »

Correct Komag, problem solved. Looked at it again this morning and the name being called was incorrect, so yep..."user error", object definition vs. model name did not match resulting in the CTD.
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