Fehler durch Map

  • Wie der ein oder andere schon gesehen hat, bin ich gerade dabei eine neue Map für mich zu bauen. Jetzt habe ich einen Fehler bekommen und möchte wissen wie ich diese beheben kann. Anbei gibt's noch die LOG [expander][lua]GIANTS Engine Runtime 6.0.2 64bit (Build Date: Dec 8 2014)
    Copyright (c) 2008-2014, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
    Copyright (c) 2003-2014, Christian Ammann and Stefan Geiger, All Rights Reserved.
    Application: FarmingSimulator2015
    Main System
    CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
    Memory: 8097 MB
    OS: Windows NT 6.1 64-bit
    Physics System
    Version: 5.9.4
    Thread(s): 2
    Input System
    Keyboard enabled
    Mouse enabled
    Gamepad/Joystick disabled
    Force Feedback disabled
    Sound System
    Driver: OpenAL
    Version: 1.1
    Device: Generic Software
    Max. sources: 256
    Render System
    Driver: OpenGL
    Card Vendor: ATI Technologies Inc.
    Renderer: AMD Radeon HD 7800 Series
    Version: 3.2.13283 Compatibility Profile Context 14.501.1003.0
    Shader Version: 4.40
    GL_NV_texture_compression_vtc not supported
    max_texture_layers: 16
    OpenGL initialization successful
    Hardware Profile
    Level: Very High (forced)
    View Distance Factor: 1.300000
    Shadow Quality: 2.000000
    Skip Mipmaps: 0
    LOD Distance Factor: 1.300000
    Terrain LOD Distance Factor: 2.000000
    Foliage View Distance Factor: 1.600000
    Volume Mesh Tessellation Factor: 0.750000
    Tyre Tracks Segments Factor: 4.000000
    Farming Simulator 15
    Version: 1.2.0.0 1.2 RC6
    Available Languages: de
    Language: de
    Game vehicle types loaded
    Mod directory: C:/Users/Michael/Documents/My Games/FarmingSimulator2015/mods/
    Load mod: Hopferau
    data/sky/sky_day_night.i3d (2.71 ms)
    data/sky/rain.i3d (0.50 ms)
    data/sky/hail.i3d (0.31 ms)
    data/sky/dust.i3d (0.27 ms)
    C:/Users/Michael/Documents/My Games/FarmingSimulator2015/mods//Hopferau/map/map01.i3d (12597.96 ms)
    data/vehicles/steerable/sampoRosenlew/sampoRosenlewC6.i3d (36.96 ms)
    dataS2/character/player/player.i3d (181.49 ms)
    data/vehicles/cutters/sampoRosenlew/sampoRosenlewC6.i3d (12.01 ms)
    data/vehicles/steerable/huerlimann/huerlimannH488.i3d (26.02 ms)
    data/vehicles/trailers/brantner/brantnerE8041.i3d (6.17 ms)
    data/vehicles/steerable/deutz/deutzAgroStar661.i3d (25.94 ms)
    data/vehicles/tools/koeckerling/koeckerlingTrio300M.i3d (13.55 ms)
    data/vehicles/particleAnimations/koeckerling/koeckerlingTrio300M.i3d (2.09 ms)
    data/vehicles/tools/suer/suerSB1000.i3d (2.71 ms)
    data/vehicles/tools/poettinger/poettingerVitasem302A.i3d (16.40 ms)
    data/vehicles/particleAnimations/poettinger/poettingerVitasem302A.i3d (0.55 ms)
    data/vehicles/tools/kuhn/kuhnVariMaster153.i3d (13.16 ms)
    data/vehicles/particleAnimations/kuhn/kuhnVariMaster153.i3d (0.63 ms)
    data/vehicles/tools/suer/suerSB700.i3d (0.41 ms)
    dataS/character/player/playerCCT.i3d (4.57 ms)
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    [/lua][/expander]


    Hoffe einer von Euch weiß Rat


    MFG
    Freak5

  • Wenn du den Fehler so nicht findest, öffne deine Map im GE und kontrollier dort alle Türen und Tore die sich öffnen lassen.

    Das Gesetz der Wirtschaft verbietet es, für wenig Geld viel Wert zu erhalten :!: (John Ruskin, englischer Sozialreformer 1819-1900)

  • Ja aber der "rigidBody" muss doch gesetzt sein, um überhaupt static/dynamic/kinematic setzen oder auswählen zu können. Oder verstehe ich jetzt was falsch?

    Das Gesetz der Wirtschaft verbietet es, für wenig Geld viel Wert zu erhalten :!: (John Ruskin, englischer Sozialreformer 1819-1900)

  • Ja klar, aber ich kann doch dann im GE auch auf dynamic/kinematic umstellen. Dann ises doch auch gut, so mache ich das immer bei den static errors.

    Das Gesetz der Wirtschaft verbietet es, für wenig Geld viel Wert zu erhalten :!: (John Ruskin, englischer Sozialreformer 1819-1900)

  • Dynamic wäre falsch, da dieses z.B. für Maschinen, Ballen, Paletten und solche Art von Objekten ist (also die, die durch einen Motor oder andere Maschinen/Objekte bewegt werden). Für Objekte, die durch Animationen bewegt werden, ist kinematic die richtige Wahl.


    Allerdings sollte man sich vorher überlegen, ob das betroffene Objekt überhaupt einen rigidBody braucht. Bei z.B. einer Tür mag das Sinn machen, bei z.B. einer Mühle braucht man das natürlich nicht.

  • Ob nun Dynamic oder Kinematic ist natürlich vom Objekt abhänig. Aber grundsätzlich kann man den Fehler so beheben, darum gings mir ja.

    Das Gesetz der Wirtschaft verbietet es, für wenig Geld viel Wert zu erhalten :!: (John Ruskin, englischer Sozialreformer 1819-1900)

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