TGEA 1.7.0 - Material Mapping paths
by Jeremiah Fulbright · in Torque Game Engine Advanced · 05/18/2008 (11:41 am) · 0 replies
I was looking into all of the mess that has been created by the changes to how pathnames are generated/handled in 1.7.0 and came across a case where a Material was getting overwritten which listed the entire full path.
This didn't use to be the case and looks a bit unusual, if not out of place, not to mention possibility of issues on non-english systems or if path is super long.
Overwriting material properties for: C:/Users/Byte/Desktop/Development/XXXXX/Scripts/Core/Data/Meshes/RocksTrees/rock2
addmatmapping - C:/Users/Byte/Desktop/Development/XXXXX/Scripts/Core/Data/Meshes/RocksTrees/rock2
I realize that this is being generated "automagically", since a Materials.cs/Datablock doesn't exist for rock2, but the material name is actually being that long, and its being generated twice (thus overwriting).. whereas if its being properly created, it should only be loaded once and then referenced properly
This didn't use to be the case and looks a bit unusual, if not out of place, not to mention possibility of issues on non-english systems or if path is super long.
Overwriting material properties for: C:/Users/Byte/Desktop/Development/XXXXX/Scripts/Core/Data/Meshes/RocksTrees/rock2
addmatmapping - C:/Users/Byte/Desktop/Development/XXXXX/Scripts/Core/Data/Meshes/RocksTrees/rock2
I realize that this is being generated "automagically", since a Materials.cs/Datablock doesn't exist for rock2, but the material name is actually being that long, and its being generated twice (thus overwriting).. whereas if its being properly created, it should only be loaded once and then referenced properly