cannot create simgroups or new materials
by David McDonald · in Torque 3D Professional · 11/09/2009 (3:45 am) · 2 replies
When in the world editor if I try to create a simgroup the dialogue pops up asking for the name but it does not create the simgroup.
Similarily, when I am in the material editor if I create a new material via the icon in the top right it will start a "no material" graphic but will not have a name and the material is not available to use (Restarting does not show that material either)
I can however create "blank" materials in the cs file and they will be visible when I restart.
Any suggestions on where to start searching? I did not have this issue in any of the betas.
Similarily, when I am in the material editor if I create a new material via the icon in the top right it will start a "no material" graphic but will not have a name and the material is not available to use (Restarting does not show that material either)
I can however create "blank" materials in the cs file and they will be visible when I restart.
Any suggestions on where to start searching? I did not have this issue in any of the betas.
About the author
After many years in the professional business end of the IT industry I am working with a small group of friends to enter the indie game development market.
#2
Whenever I try and create a new material the console gives me this:
I can still add them manually in the materials.cs files. I know it is probably something simple if noone else is experiencing this.
11/09/2009 (5:12 pm)
Ok Simgroups solced (My stupidity in forgetting about duplicate names) however the material issue is still happening.Whenever I try and create a new material the console gives me this:
Quote:tools/gui/materialSelector.ed.gui (515): Unable to find object: '' attempting to call function 'getId'
I can still add them manually in the materials.cs files. I know it is probably something simple if noone else is experiencing this.
Associate Scott Burns
GG Alumni
Right now the material editor doesn't save the material as the name you give it. It saves it as newMaterialx, with x being nothing or a number depending how many newMaterials already exist. You have to rename them in the script afterwards.