Game Development Community

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.

#1
09/01/2014 (9:01 am)
Josh, I am thinking that more likely, you added the model and (I am assuming here....) You are getting the 'NO MATERIAL' orange crap. Assuming again but, if these models are 'designed' for T3D. Open the materials.cs and REMOVE anything that points to a specific directory. Here is JUST AN EXAMPLE;

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.)
#3
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
09/01/2014 (6:18 pm)
ran across the same issue last night. see file: github.com/Azaezel/Torque3D/commit/ae55b5f5527a0d69b42f70db92bfe83b465cc200

edit: that'll net you:
i.imgur.com/0CaHjEH.jpg
#5
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
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";
};