TGEA 1.7.0 Beta 1 Bug - GFXTextureManager::createTexture error
by Kirk Longendyke · in Torque Game Engine Advanced · 03/28/2008 (11:44 am) · 2 replies
When using shared texture rescources to keep the footprint low, the materials system complains about an inability to load a texture. case in point:
Prototyping a lil sci-fi carrier, has a spiralglow texture from a warp-point for drives, a smallTurret texture used for the base skin for now, and a generic blinkinglight texture used many places elsewhere.
the materials are used are properly aplied ect, however, the console spews out:
d:/LongStudios/Fge/Tgea_1_7_0/Products/FatalGs/game/scriptsAndAssets/data/shapes/carrier/smallTurret
GFXTextureManager::createTexture - Unable to load Texture: d:/LongStudios/Fge/Tgea_1_7_0/Products/FatalGs/game/scriptsAndAssets/data/shapes/carrier/spiralglow
GFXTextureManager::createTexture - Unable to load Texture: d:/LongStudios/Fge/Tgea_1_7_0/Products/FatalGs/game/scriptsAndAssets/data/shapes/carrier/blinkinglight
GFXTextureManager::createTexture - Unable to load Texture:
Prototyping a lil sci-fi carrier, has a spiralglow texture from a warp-point for drives, a smallTurret texture used for the base skin for now, and a generic blinkinglight texture used many places elsewhere.
the materials are used are properly aplied ect, however, the console spews out:
d:/LongStudios/Fge/Tgea_1_7_0/Products/FatalGs/game/scriptsAndAssets/data/shapes/carrier/smallTurret
GFXTextureManager::createTexture - Unable to load Texture: d:/LongStudios/Fge/Tgea_1_7_0/Products/FatalGs/game/scriptsAndAssets/data/shapes/carrier/spiralglow
GFXTextureManager::createTexture - Unable to load Texture: d:/LongStudios/Fge/Tgea_1_7_0/Products/FatalGs/game/scriptsAndAssets/data/shapes/carrier/blinkinglight
GFXTextureManager::createTexture - Unable to load Texture:
#2
respectively.
Again, it functions as it should, applying all effects and textutres across the board reguardless of location, however the console spam gets potentialy heavy. Mainly documenting this one so someone new to the concept of sharing textures doesn't get thrown off course thinking they *have* to have one set per directory.
03/28/2008 (12:02 pm)
new Material(turretmat01) {
baseTex = "smallTurret";
bumpTex = "smallTurretb";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 1.0";
specularPower[0] = 512.0;
};new Material(Spiralglow001)
{
baseTex[0] = "spiralglow";
bumpTex[0] = "spiralglow";
emissive[0] = true;
glow[0] = true;
animFlags[0] = $scroll;
scrollDir[0] = "1.0 0.5";
scrollSpeed[0] = 0.2;
translucent = true;
translucentBlendOp = AddAlpha;
translucentZWrite = true;
alphaRef = 20; // anything below this number is not visible and is not written to zbuffer
doubleSided = true;
};andnew Material(Railglow001)
{
baseTex[0] = "blinkinglight";
bumpTex[0] = "blinkinglight";
emissive[0] = true;
glow[0] = true;
animFlags[0] = $scroll;
scrollDir[0] = "1.0 0.0";
scrollSpeed[0] = -0.2;
translucent = true;
translucentBlendOp = AddAlpha;
translucentZWrite = true;
alphaRef = 20; // anything below this number is not visible and is not written to zbuffer
};respectively.
Again, it functions as it should, applying all effects and textutres across the board reguardless of location, however the console spam gets potentialy heavy. Mainly documenting this one so someone new to the concept of sharing textures doesn't get thrown off course thinking they *have* to have one set per directory.
Torque 3D Owner Stephen Zepp