Game Development Community

[Beta 3 Bug] Material Editor -> New Material

by Jason Parker · in Torque 3D Professional · 06/24/2009 (6:11 pm) · 14 replies

Cannot save a new material from scratch. Gives an error saying that I cannot save a material named "". This would seem to indicate that it's not reading from the name field at all.

If editing a material, I cannot save it under a new name. It always uses the previous name.

This is with a new project created by the Toolbox. Have not tested with the demos or kits.

#1
06/24/2009 (6:24 pm)
After changing the name, put your cursor in the name field, then press enter, and try to save.
#2
06/24/2009 (7:18 pm)
Just tried, still no go.

Also tested in Warrior Camp in the FPS Kit.
#3
06/24/2009 (10:41 pm)
This is same behavior as the Known Issue I have listed where creating an unnammed Level object in the World Editor after creating a named one fails so I suspect they are very much related.

I'll point Steven at it tomorrow and see if we can publish a fix here in the forums sooner rather than later.

Thanks!
#4
06/25/2009 (12:00 am)
Do you think you could post with direct repo steps? It would really help...

I've never stumbled upon this bug...I just tried to reproduce it and no go on my end.

So when you change the name of the material in the text field and press enter, can you tell me if the windows title appends a "*" to it?

Also... how are you attempting to create a new material? This is the supposed/only workflow...

1.Open up the material editor
2.Click on the "edit material" button
3.Click on the new material button in the materials section
4.Click "select" in the material selector
5.Go ahead and change the name and whatever else you want to edit in the material.
6.Save

I'm wondering if this is a workflow mixup more than anything? Not imposing, but did you read Mich's updated docs on the material editor? There is some really important material in the docs explaining the different material editor states and the "change material" and "switch material" functionality
#5
06/25/2009 (12:17 am)
I created a new project.
I opened the world editor.
I selected the material editor.
I typed a name in the field.
I selected a diffuse and a normal (default path).
I checked the box for transparency.
I pressed save. It gave the error that it cannot save with a name of "" meaning it wasn't being passed a name at all.

I then opened the selection dialog. I pressed New Material there. It creates an empty material. But when I edit that to use the diffuse and normal I want, change the name to "defaultpath" and try to save. I then get the error that I cannot save a material with the name of "NewMaterial_" without even the number that it was created with.

I then went back and re-tested with the first suggestion above.
#6
06/25/2009 (12:21 am)
Okay, I repeated the second half of my post with the exact steps that you also list.

This time, it saved, but still not as the name I typed.

This time it saved as "materialEd_previewMaterial". The name was newMaterial_0 originally, I tried "defaultpath" again. I double checked and I did follow the instructions you give in your post.
#7
06/25/2009 (12:27 am)
Aanndd things just got more strange...

Closed T3D without saving the mission. Re-opened. defaultPath exists as a material and materialEd_previewMaterial is back to normal.
#8
06/25/2009 (12:28 am)
Alright...

So there does seem to be a workflow issue in the first set of steps you gave... that is that the material editor should disable itself when its not editing a valid material. When you first open it up and its completely blank... its not editing anything... only the preview material. The material editor handles two materials at one time and passes the information from the preview material over to the valid material if you have the live edit checkbox selected. I tried doing this... and it did give me the same "" error.

Can you try the steps that I gave above again, but this time, do not edit the blank material editor? When you press save it should create the new material with the name you gave it in art/materials.cs

Sorry about making you go round in circles... but this is a lot of help!
#9
06/25/2009 (12:38 am)
I did try your steps without trying to edit the blank material editor. That's what produced the results above with it saving as materialEd_previewMaterial.

I opened the world editor.
I selected the material editor.
I pressed Edit Material.
I clicked the New Material button. This created newMaterial_0.
I pressed select without pressing anything else.
I changed the name to defaultPath and selected a diffuse and a normal.
I pressed save.

I checked the selector. There was no defaultPath nor a newMaterial_0. But materialEd_previewMaterial had changed to have the diffuse and normal I had entered. Once I closed T3D and re-opened, I expected that there would not be a new material as in previous tests. But defaultPath was there, newMaterial_0 was not, and materialEd_previewMaterial was back to normal.
#10
06/25/2009 (12:44 am)
Alright then... cool.

This points to 2 issues... the issue I stated previously. And it seems that the selector may not be correctly loading newly created materials.

I'll be sure to log these in our bug database and will be looking at them soon enough. Thanks again for the help!
#11
06/26/2009 (3:09 pm)
Logged as THREED-532
#12
06/30/2009 (10:26 am)
yeah I have this issue to so still no working way to make and edit new materials. :(

Just from a workflow point of view it would be a lot more artist friendly to just have a "New material" button next to the Save button in the material editor. someone new is not going to know to hit "edit material" to take them to the material library. Also the the label of that button should be just that "material Library" or "Material Selector" not edit material. Quite frankly calling it "edit material" makes no sense at all.
#13
06/30/2009 (10:43 am)
Quote:yeah I have this issue to so still no working way to make and edit new materials

Que? If you read over the replies you'll see that the intended way to create a new material and edit it works.

Quote:Just from a workflow point of view it would be a lot more artist friendly to just have a "New material" button next to the Save button in the material editor. someone new is not going to know to hit "edit material" to take them to the material library.

Something I'll look into but no promises.

Quote:Also the the label of that button should be just that "material Library" or "Material Selector" not edit material. Quite frankly calling it "edit material" makes no sense at all.

Also...yea switch/change material are still a little confusing. We'll look at better names.
#14
06/10/2010 (1:24 pm)
Confirmed as fixed for 1.1 Beta2.