Dark Arrow on 26/8/2005 at 21:18
I have been getting the following error when Thief 3 is loading my map:
Unable to load static mesh 'WEPaiSWORD'!
This happens after I try to play my mission in the editor folder, with LoadFromResourceBlockFiles=True
I have generated the blockfiles and they are in the maps folder.
If I try to load the level in my actuall game directory, the game kicks me to desktop with a "Program has committed an illegal activety and must be closed" error message, but no Viktoria error. It happens after about 20% of the level has been loaded.
I can get the level to load by placing WEPaiSWORD.tim to my dynamically loaded folder, but that causes a serious hall of mirrors problem when the level begins.
Does anyone know how to fix this?
GlasWolf on 26/8/2005 at 21:53
This sounds exactly the same as the problem we had with Schism. In that case, it worked fine once the texture was copied in. Are you sure the in-game problem isn't a separate issue altogether?
Dark Arrow on 27/8/2005 at 06:25
I know, but I'm not using any custom materials. I assume Schism was.
I reinstalled Thief 3 as it finally didn't open at all. Now with fresh install the game loads, if I have WEPaiSword.tim in Staticmeshes\DynamicallyLoaded, but it appears that the game isn't doing any Blockloading after that. I know this because it crashes to desktop after it can't find the custom gamesys which should be in the ibt.
LoadFromResourceBlockFiles is set to True.
So I assume that for some reason the ibt creating is failing to produce a complete file.
Edit: I just checked Schism and it doesn't seem be using custom materials, atleast the .tim file isn't custom. Removing the .tim file from the dynamically loaded folder causes a crash at the same point where I'm experiencing it. Hmm...
Edit2: It seems my .ibt file is missing several files from the editor install. This could be very serious in the future. The loading crash seems to be fixed now.
Edit4: Well, no crashing anymore. I hope there is a solution to this and I hope that those people pondering how to transfer FM's and what needs to be transferred with it, take into consideration the fact that ibt files aren't perfect.
Gonchong on 5/9/2005 at 12:04
I turned off blockloading, and turning on blockwriting, in order to generate the ibt files. The swords disappeared in-game during this process (I played it from the exe file rather than the editor). I assume that to generate the ibt file you need to play the mission.
Then I turned off blockwriting and turned on blockloading, and the ibt file worked fine (with swords).
Interestly, the ibt file was generated in the real t3 folder, rather than the editor. Strange....