Author Topic:  Attempted selecting a mod item that has a .gif for a texture  (Read 290 times)

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The Gold Knight

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Attempted selecting a mod item that has a .gif for a texture
« on: January 10, 2018, 04:07:07 AM »
I'll preface by saying that I knew it likely wouldn't work, but wanted to try anyways. The game didn't give any errors when attempting to load the mod, and only crashed when I tried equipping the item.

Total Miner: Forge.  Please take a photo of this screen and post it on, so that we can fix it. Thank you.

System.ArgumentOutOfRangeException: Resource size must be greater than zero.
Parameter name: vertexCount
   at Microsoft.Xna.Framework.Graphics.VertexBuffer..ctor(GraphicsDevice graphicsDevice, Type vertexType, Int32 vertexCount, BufferUsage usage)
   at StudioForge.TotalMiner.Graphics.ItemModelManager.BuildModel(Item itemID)
   at StudioForge.TotalMiner.Graphics.ItemModel.BuildMesh()
   at StudioForge.TotalMiner.Hand.SetItem(Item newItemID, Boolean overrideOtherHand)
   at StudioForge.TotalMiner.Player.SetLeftHotBarSlot(Int32 slotID, Boolean soft)
   at StudioForge.TotalMiner.Player.CheckHotBarLeftButtons()
   at StudioForge.TotalMiner.Player.CheckHotBarButtons()
   at StudioForge.TotalMiner.Player.HandlePlayInput()
   at StudioForge.TotalMiner.Player.HandleInput(GamePadState pad, GamePadState lastpad)
   at StudioForge.TotalMiner.GameInstance.HandleInput(InputState input)
   at StudioForge.TotalMiner.Screens.GameplayScreen.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Game.BaseGame.Run[T]()