Game Development Community

Publish a TGEA game... Crash

by CodingChris · in Torque Game Engine Advanced · 01/04/2008 (3:27 am) · 4 replies

Hi,
I'm working on a first preview of Wheels and I tried to publish it, but it always crashes, when I try to load a mission. I make it final with this batch:
del /s *.cs
del /s *.ml
del /s prefs.cs
del /s config.cs
del /s config.cs.dso
del /s prefs.cs.dso
del /s *.ms3d
del /s *.max
del /s *.qrk
del /s *.map
del /s *.psd
del /s *.log
del /s *.gui
copy C:\wfinal\Main.cs C:\wheelsA\Main.cs
pause

I always get this in my console.log:
MatInstance::MatInstance() - Unable to find material 'TerrainMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS20Material'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11AMaterial'
Had anyone luck with publishing a TGEA game?

#1
01/04/2008 (3:59 am)
Your material.cs in gamefolder\data is most likely missing a few lines which normally might need to be added manually.
mine looks like:

//*****************************************************************************
// Custom Materials
//*****************************************************************************

// for writing to z buffer
new CustomMaterial( Blank )
{
   shader = BlankShader;
   version = 1.1;
};


//*****************************************************************************
// Environmental Materials
//*****************************************************************************
/*
new CustomMaterial(AtlasDynamicLightingMaterial)
{
   texture[0] = "$dynamiclight";

   shader = AtlasDynamicLightingShader;
   version = 1.1;
};

new CustomMaterial(AtlasMaterial)
{  
   shader = AtlasShader;
   version = 1.1;
   
   dynamicLightingMaterial = AtlasDynamicLightingMaterial;
};

new CustomMaterial(AtlasBlender20Material)
{
   shader = AtlasBlender20Shader;
   version = 2.0;
};*/

new CustomMaterial(AtlasDynamicLightingMaskMaterial)
{
   texture[0] = "$dynamiclight";
   texture[1] = "$dynamiclightmask";
   shader = AtlasDynamicLightingMaskShader;
   version = 1.1;
   preload = true;
};

new CustomMaterial(AtlasDynamicLightingMaterial)
{
   texture[0] = "$dynamiclight";
   shader = AtlasDynamicLightingShader;
   version = 1.1;
   preload = true;
};

new CustomMaterial(AtlasMaterial)
{
   shader = AtlasShader;
   version = 1.1;

   dynamicLightingMaterial = AtlasDynamicLightingMaterial;
   dynamicLightingMaskMaterial = AtlasDynamicLightingMaskMaterial;
   preload = true;
};



new CustomMaterial(TerrainMaterialDynamicLightingMask)
{
   texture[2] = "$dynamiclight";
   texture[3] = "$dynamiclightmask";
   
   shader = TerrDynamicLightingMaskShader;
   version = 1.1;
};

new CustomMaterial(TerrainMaterialDynamicLighting)
{
   texture[2] = "$dynamiclight";
   
   shader = TerrDynamicLightingShader;
   version = 1.1;
};

new CustomMaterial(TerrainMaterial)
{
   shader = TerrShader;
   version = 1.1;
   
   texture[3] = "~/data/terrains/details/detail1";
   
   dynamicLightingMaterial = TerrainMaterialDynamicLighting;
   dynamicLightingMaskMaterial = TerrainMaterialDynamicLightingMask;
   preload = true;
};

new CustomMaterial(TerrainBlenderPS20Material)
{
   shader = TerrBlender20Shader;
   version = 2.0;
};

new CustomMaterial(TerrainBlenderPS11AMaterial)
{
   shader = TerrBlender11AShader;
   pixVersion = 1.1;
};

new CustomMaterial(TerrainBlenderPS11BMaterial)
{
   shader = TerrBlender11BShader;
   pixVersion = 1.1;
};
#2
01/04/2008 (4:11 am)
I added the materials. One was missing, but it still doesn't work.
#3
01/04/2008 (6:05 am)
Did you delete the .dso and let it make a new one?
#4
01/04/2008 (6:13 am)
Tried out... Still no luck