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:
I always get this in my console.log:
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?
About the author
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
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; };