T3D 1.2 - GuiObjectView Not Loading Skins - LOGGED (THREED-3146)
by CSMP · in Torque 3D Professional · 12/12/2011 (11:02 pm) · 6 replies
Build: 1.2 Pro
Platform: Windows 7 - 64
Target: Editors/GUI
Issues: I've added a GuiObjectView control and loaded up the soldier as the Shape and a weapon as the mountedShape, both show up with the "No Material" skin and the skin fields for the ObjectView do nothing when set, If I set the correct skin path for the Soldier and weapon and load the game back up it still shows the "No Material" skin.
Basically I'm not able to get any skins working via the guiEditor/guiObjectView fields and using the setSkin command is not working either, no console spam.
Steps to Repeat:
1. Add mQuaker's GuiObjectView fix(www.garagegames.com/community/forums/viewthread/126414
2. Add a guiObjectview to the mainmenu and rename to PlayerView
3. load the Soldier and a Weapon into the ObjectView
4. notice that the Soldier/Weapon has the "No Material" skin
5. add the path to a soldier texture into the "skin" field
6. notice that the Soldier has the "No Material" skin
7. add a button and put "playerview.setSkin("art/shapes/actors/soldier/Soldier_red_Dif.dds");" into the command field
8. click the new button
9. notice that the Soldier has the "No Material" skin
Platform: Windows 7 - 64
Target: Editors/GUI
Issues: I've added a GuiObjectView control and loaded up the soldier as the Shape and a weapon as the mountedShape, both show up with the "No Material" skin and the skin fields for the ObjectView do nothing when set, If I set the correct skin path for the Soldier and weapon and load the game back up it still shows the "No Material" skin.
Basically I'm not able to get any skins working via the guiEditor/guiObjectView fields and using the setSkin command is not working either, no console spam.
Steps to Repeat:
1. Add mQuaker's GuiObjectView fix(www.garagegames.com/community/forums/viewthread/126414
2. Add a guiObjectview to the mainmenu and rename to PlayerView
3. load the Soldier and a Weapon into the ObjectView
4. notice that the Soldier/Weapon has the "No Material" skin
5. add the path to a soldier texture into the "skin" field
6. notice that the Soldier has the "No Material" skin
7. add a button and put "playerview.setSkin("art/shapes/actors/soldier/Soldier_red_Dif.dds");" into the command field
8. click the new button
9. notice that the Soldier has the "No Material" skin
#2
01/11/2012 (10:27 am)
Thank you for the bug report CSMP. I've gone ahead and logged this ticket under THREED-3146 for review.
#3
10/03/2012 (11:02 am)
any news about this bug?
#4
Any ideas?
09/16/2014 (5:01 pm)
It still has the same problem. The material loads correctly when initially setting up the shape for the GUIObjectView, but then never loads again; just uses that orange default material.Any ideas?
#5
bitbucket.org/skaughtx0r/hydrosim/src/8d83626c6af20e3e133db8911612ed5db8a046d5/s...
I think what happens in the current code is that it tries to replace the skin name that you specify instead of "base", so it ends up failing.
09/25/2014 (1:40 pm)
I ran into the same problem, but I ended up copying the GUIObjectView and making my own gui control that does the skinning slightly differently. Mainly I wanted it to change the material rather than change textures. I made it so it replaces "base" in the material name with what I specify.bitbucket.org/skaughtx0r/hydrosim/src/8d83626c6af20e3e133db8911612ed5db8a046d5/s...
I think what happens in the current code is that it tries to replace the skin name that you specify instead of "base", so it ends up failing.
#6
Scott might be onto something with skins. Perhaps it's failing to properly handle setSkinName() or something....
09/25/2014 (1:49 pm)
I haven't run into this problem, but I'm using to show player models and not plain statics or other types.Scott might be onto something with skins. Perhaps it's failing to properly handle setSkinName() or something....
Torque Owner CSMP
MP Studios
Removed the entire GUI that had the guiObjectView and the Disposition textures returned and I manually fixed the PhysicsShape Target, so it seems that the guiObjectView does not play nice with T3D 1.2.