Game Development Community

Beta 1 Bug - FPS Genre Kit - Rong materialEditor directory

by Stephan Goebels · in Torque 3D Professional · 05/03/2009 (11:39 am) · 2 replies

Look into the console.log from the FPS Genre Kit after you started it.

console.log:

setModPaths: invalid mod path directory name: 'materialEditor'
--------- Loading DIRS ---------
Missing file: C:/TORQUE/Torque 3D 2009 Beta 1/Genre Kits/FPS Genre Kit/game/materialEditor/main.cs!
Error: Unable to find specified directory: materialEditor

setModPaths: invalid mod path directory name: 'materialEditor'


The 'materialEditor' directory is under 'tools'.

C:\TORQUE\Torque 3D 2009 Beta 1\Genre Kits\FPS Genre Kit\game\tools\materialEditor


some other console.log errors:

Attempting to create GFX device: NVIDIA GeForce 7800 GS (D3D9)
GFXD3D9EnumTranslate: Unassigned value in GFXD3D9TextureFormat: 11
Device created, setting adapter and enumerating modes

--------- Initializing Lighting Systems ---------
Could not map material: DefaultPrePassMaterial to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Using


SFXProfile(AudioButtonOver)::onAdd: The profile is missing a description!
15: Register object failed for object AudioButtonOver of class SFXProfile.
SFXProfile(AudioButtonDown)::onAdd: The profile is missing a description!
22: Register object failed for object AudioButtonDown of class SFXProfile.
SFXProfile(startsnd)::onAdd: The profile is missing a description!
29: Register object failed for object startsnd of class SFXProfile.
Object 'AudioButtonOver' is not a member of the 'SFXProfile' data block class
Object 'AudioButtonDown' is not a member of the 'SFXProfile' data block class


45: Cannot re-declare object [RemapDlg].


Failed to create resource: [core/fonts/Arial 36 (ansi).uft]


Could not map material: GreySkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BlackSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: empty to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: WarriorCampSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: StormSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: NightSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BlueSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: NewMissionSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: DefaultSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BurgSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BlankSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
13: Cannot re-declare object [steampunk].


IsDirectory: traversing all resources to look for directory


Unable to locate sfx profile 'startsnd'

Failed to create resource: [core/fonts/Arial 10 (ansi).uft]

Con::execute - 0 has no namespace: onSelectionCentroidChanged

- Initializing Road and Path Editor
% - Initializing River Editor

Failed to load profile bitmap (tools/riverEditor/textEdit)

initializemeshRoadEditor: Unknown command.


#1
05/03/2009 (4:54 pm)
Unfortunately much console spam has been left in for this beta. Specifically speaking for game/materialEditor...

Right now in order to run the loop that goes through game/materialEditor(to load up materialEditor created materials if they did exist (creating a material from the material editor creates the game/materialEditor path) it was necessary to pass materialEditor over to modpath.

This error should only appear if you have not created a material from the material editor and causes no problems; but yes, this error should be removed.
#2
05/03/2009 (9:11 pm)
re: some other console.log errors -- A few of those audio errors are because the indicated sound profiles have been commented out in "scripts/client/audioProfiles.cs" for whatever reason. The sounds are there so you could uncomment the profiles which would give you fewer error messages to spam the console and you would hear the start up sound along with the button click/mouse-over sounds.