I have been working on a basic body for gaming in the past weeks and have finally got to the point of being able to move it fully using bones and all that.
The problem is when I press the play button to see if it works in-game, blender shuts down immediately without fail. It may have something to do with the amount of polygons, because it is modelled with full fingers and has ears, nose and mouth, but I did some tests: deleting the entire mesh and pressing play still knocks out the engine, also, pressing play with the default start cube that always shows up works.
I am not sure what it is, most likely some sort of glitch in the system or some small thing I am overlooking, I haven’t tried everything, but it would help if someones heard of this happening, they could assist.
i just got finished reading your question, and tested out one my older figures. This one has approximately 3200 polygons, moveable fingers, a head with several Morph Targets, ears/mouth, IK solvers and a decent skeleton…I fired up the Game Engine next after putting down a poly plane and giving the Armature some Actor attributes…and Blender didn’t shut down.
I don’t know much about your problem, but you’re OK, poly wise. That was my two cents.
~Suu999
Well i fooled around with it a bit and deleted almost the entire mesh to test if it had anything to do with the poly count, and it played when it had less polys, so i think i might have gone a bit overboard. But it doesn’t seem like that many, probably a bit less than what you said you had. I also tried applying some actor attributes and when i clicked to add an animation for it to play, it froze blender again…
What version are you using for game engine stuff? cause i am using the newest and i hear of people using much older versions. It’s one of those things I never quite understood.
I’m also using the newest version, 2.37a on XP for gaming stuff. Also, what’s your Decimation poly count?
When you are using the Logic Bricks, which buttons are you pressing? I’ve caused Blender to crash by pressing ‘Child’ and ‘Force’ on the Ipo block.
i think its a combination of too many polygons (although i dont think there IS to many polygons) and some wierd armature parenting error. I use 2.37 aswell and its just a messed up problem that i dont think i can fix. I will just redo the character with less polygons and try again later (i am angry)
Ive been working with the blender game engine for a couple of months but im still learning about its capabilities.
Recently with a game ive been working on it seems i have encountered the same problem as blengineer. I do not want to start again because it was a full scene and i was just finishing up the logic on the main character.
Are you running it on an XP with SP2 installed on it? It seems that my problem may also be related to me installing SP2 on my system.
By the way i am using a fixed build of blender 2.37. Its the version found at http://blender.kaiowagames.com/ and i think its by dreamkatana. I dont know if that changes anything.
Is your model textures? I had that same problem before. It seemed as though it had something to do with the texture. I took off the texture and it worked, but I had to retexture the whole thing all over again.
I don’t know what causes it…
(that problem is what got me to sign up here)
1: Remove all Blender Registry Entries from your registry :: Regedit
2: Reinstall Blender
3: Update your video card driver
4: Install Direct X 9.0c
Question : what ( mb ) is your video card??
I dont think my problem is the textures as I didnt change any right before it stopped working and I dont want to start messing with the registry.
My problem seems to lie in only one scene. All of the other scenes in my game work fine as far as I can tell. I’ll have to clean up some of the leftover stuff in the scene then test it again.
And i think my video card is 64mb.
there are alot of problems that i can’t explain, but i find the easiest way is to work around them. I really wish “they” would concentrate more on the game engine for the next release, that would be like…the best thing EVER, especially things like layers of transparent textures and things…better graphic things, plus some physics and…well everything.
Anyway, I did some other works recently that turned out faily well, for me it probably was the poly count. When i was a bit more carefull, i could get some cool results with smaller poly’s…and you can get alot out of a mesh just with the texture.



sorri…that ones a bit big…but the graphics are basically in-game minus any reflections and background textures…i really wish i could do background textures