DIF Interior Artifacts....
by Lateral Punk · in Torque Game Engine Advanced · 03/07/2006 (10:52 am) · 4 replies
Hi guys,
my team is having a major issue with importing a DIF that we created using Quark into TSE. We are using the TSE version of map2dif plus, but unfortunately we are getting the following results:

You notice the graphic artifacts on the big model (it is our homebase kinda). This same dif when exported into TGE works correctly. Has anyone else ran into this situation before? I will get our artist to post more info on our problem. Any help would be greatly appreciated.
thanks
my team is having a major issue with importing a DIF that we created using Quark into TSE. We are using the TSE version of map2dif plus, but unfortunately we are getting the following results:

You notice the graphic artifacts on the big model (it is our homebase kinda). This same dif when exported into TGE works correctly. Has anyone else ran into this situation before? I will get our artist to post more info on our problem. Any help would be greatly appreciated.
thanks
#2
03/07/2006 (2:19 pm)
That really looks like a bunch of unmapped materials. Have you tried hand mapping them?
#3
PS. I'm not getting the unmapped material error either anymore
03/07/2006 (2:26 pm)
Yes I just did that, and it solved the problem of the z-fighting! However, now the model is showing up without any texture applied on it. It's just a huge grey model! if I have set baseTex[0] to the texture file name (basically used the demoMaterial function). Any hint now? PS. I'm not getting the unmapped material error either anymore
#4
I figured it out:
1) make sure you got new Material for all textures (inside & outside) for any interior
2) if you are going to use the function defined in data/interiors/materials.cs, it will not exactly work because of the path (I broke into the code and found out that it's kinda broken). Best bet is to do your own new Material, or copy that method to every material.cs local to the path where the textures are located.
This fixed the z-fighting and the blank textures!
03/07/2006 (8:53 pm)
Hi guys,I figured it out:
1) make sure you got new Material for all textures (inside & outside) for any interior
2) if you are going to use the function defined in data/interiors/materials.cs, it will not exactly work because of the path (I broke into the code and found out that it's kinda broken). Best bet is to do your own new Material, or copy that method to every material.cs local to the path where the textures are located.
This fixed the z-fighting and the blank textures!
Torque 3D Owner Lateral Punk
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