Material editor has no textures
by Josh Riddle · in Torque 3D Beginner · 09/01/2014 (6:15 am) · 8 replies
To put it succinctly, I added the environment ground cover and I cannot add a texture map. Under the groundcover general section under types, when clicking the box beside layer it opens the material editor just fine but there are no textures to add.
The terrain maps are located in the folder "game/art/terrains/Example". I am only assuming that the images are in the wrong folder but I'm not sure where the correct folder is. Any help would be appreciated. Thank you.
The terrain maps are located in the folder "game/art/terrains/Example". I am only assuming that the images are in the wrong folder but I'm not sure where the correct folder is. Any help would be appreciated. Thank you.
About the author
#3
In the "World Editor", "Adding Objects", "GroundCover". After adding the groundcover, the documentation says to go to the Groundcover General section, click the [+] on types, then the [+] [0].
After clicking the box next to the 3 option, layer, the material selector window opens. Inside this box there are no textures. Not even the orange no material box. There are literally 0 textures to choose from. I'm not sure what I need to do to fix this. I can upload a pic if its needed for clarity.
09/01/2014 (6:16 pm)
My apologies. In my attempts to get to the point I have left out key bits of information. I am working through the official documentation at http://docs.garagegames.com/torque-3d/official/index.html?content/documentation/Setup/Overview.html In the "World Editor", "Adding Objects", "GroundCover". After adding the groundcover, the documentation says to go to the Groundcover General section, click the [+] on types, then the [+] [0].
After clicking the box next to the 3 option, layer, the material selector window opens. Inside this box there are no textures. Not even the orange no material box. There are literally 0 textures to choose from. I'm not sure what I need to do to fix this. I can upload a pic if its needed for clarity.
#4
edit: that'll net you:
09/01/2014 (6:18 pm)
ran across the same issue last night. see file: github.com/Azaezel/Torque3D/commit/ae55b5f5527a0d69b42f70db92bfe83b465cc200edit: that'll net you:
#5
I also don't have a foliage tag.
I have uploaded an image to detail the issue a bit more clearly.
tinypic.com/view.php?pic=23ua53q&s=8
09/01/2014 (7:02 pm)
I tried adding the materials.cs file and rerunning the project to no effect.I also don't have a foliage tag.
I have uploaded an image to detail the issue a bit more clearly.
tinypic.com/view.php?pic=23ua53q&s=8
#6
09/01/2014 (7:50 pm)
ok, much clearer. sounds like: github.com/GarageGames/Torque3D/blob/69838bdc8c9bc055b9b1ae76f42b0f28d2a33909/Te... is not being run your end judging by those results...
#7
09/02/2014 (4:05 am)
Is your project based on the Full or Empty Template?
#8
Create a material.cs for what ever groundcover texture, you are wanting to create.
Next, save it in the same folder (of course).
When you select groundcover, you should see the new texture from the list of different materials.
Example of material.cs:
singleton Material(corn)
{
mapTo = "corn";
diffuseMap[0] = "art/shapes/Plants/corn.png";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "1";
translucentBlendOp = "None";
doubleSided = "1";
normalMap[0] = "";
specularStrength[0] = "0.882353";
useAnisotropic[0] = "1";
};
09/02/2014 (4:32 am)
I had the same issue but I tried the instructions Ron gave above and it worked for me..Create a material.cs for what ever groundcover texture, you are wanting to create.
Next, save it in the same folder (of course).
When you select groundcover, you should see the new texture from the list of different materials.
Example of material.cs:
singleton Material(corn)
{
mapTo = "corn";
diffuseMap[0] = "art/shapes/Plants/corn.png";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "1";
translucentBlendOp = "None";
doubleSided = "1";
normalMap[0] = "";
specularStrength[0] = "0.882353";
useAnisotropic[0] = "1";
};
Associate Ron Kapaun
3tdstudios.com
singleton Material(BeachRock_01__td_Granite_02)
{
mapTo = "_td_Granite_02";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
translucentBlendOp = "None";
normalMap[0] = "art/shapes/rocks/BeachRock01/3td_Granite_02_1024_NRM.png";
useAnisotropic[0] = "1";
doubleSided = "1";
diffuseColor[1] = "1 1 1 0.598";
diffuseMap[0] = "art/shapes/rocks/BeachRock01/3td_Granite_02_1024s.png";
diffuseMap[1] = "art/shapes/rocks/BeachRock01/3td_Granite_02_1024s.png";
normalMap[1] = "art/shapes/rocks/BeachRock01/3td_Granite_02_1024_NRM.png";
alphaTest = "1";
cubemap = "ReFlex_01Cubemap";
};
This is NOT correct and it's a (in my opinion) an error in T3D's material handling. Change the reference to this:
diffuseMap[0] = "3td_Granite_02_1024s.png";
Do this for each reference... SPEC, NML etc.
Delete your DSOs and you should be good.
The issue.... T3D hard codes the material path.... funky and I have a fix for my personal build but, since this is a 'simple fix' that I have been asking for for about 3 years. I have it figured out in my personal builds, I just have not had the time or inclination to 'share it'. (NOTE: Not that I wouldn't.... I am just not a 'coder' by any means and I probably created a 'HACK' that would get rejected anyway.)