Same line as a lot of other users...
So it's crashing before it logs "Sprite loaded" or "Sprite could not be loaded". It's the first instance of LoadSprite in the code, but other images are loading fine, so I shouldn't be a molebox/packing issue.
Can you take a look at the sprite file and see if you have any trouble loading it in a basic minib3d app, Simon? Thanks...
playercursor = LoadMySprite("Media/Player/Cursor2.png", 2) ScaleEntity(playercursor,35,35,35) SpriteViewMode(playercursor,2) RotateEntity(playercursor, 90,1,0) EntityColor(playercursor,0,255,0) HideEntity(playercursor) ' A global mesh used for all the players playermesh = LoadMyAnimMesh("Media/Player/Player.b3d") HideEntity(playermesh)
Function LoadMySprite:TSprite(url$, flags:Int=1, parent:TEntity=Null) If FileType(url)=1 AppLog "Loading sprite: "+url Else AppLog "WARNING! >>>>>>>>>>>> Cannot see sprite: "+url; DebugStop Return Null End If Local spr:TSprite = LoadSprite(url, flags, parent) If spr AppLog "Sprite loaded" Else AppLog "ERROR! >>>>>>>>>>>>>> Sprite could not be loaded: "+url; DebugStop EndIf Return spr End Function
So it's crashing before it logs "Sprite loaded" or "Sprite could not be loaded". It's the first instance of LoadSprite in the code, but other images are loading fine, so I shouldn't be a molebox/packing issue.
Can you take a look at the sprite file and see if you have any trouble loading it in a basic minib3d app, Simon? Thanks...