TX2D 3.1.5 - Builder overwrites material modifications
by John Norman · in Torque X 2D · 07/23/2010 (9:07 pm) · 2 replies
Build: 3.1.5 Release
Platform: Windows Vista 32 bit
Target: Editors
Issues: The TX 2D Builder will overwrite custom material modifications. It makes it impossible to easily use custom designed materials.
Steps to Repeat:
As an example, I have this line in my .txscene:
<SimpleMaterial name="leverMaterial" type="GarageGames.Torque.Materials.SimpleMaterial">
I want this lever to be rendered with a point filter, so I create a new class, PixelMaterial, that inherits from SimpleMaterial. This new class uses a point filter shader. I change the line to this:
<SimpleMaterial name="leverMaterial" type="GarageGames.Torque.Materials.PixelMaterial">
When I loaded and saved my scene, it changed PixelMaterial back into SimpleMaterial.
Suggested Fix:
The builder should leave the type= field intact. It should not override it when I save my scene.
Platform: Windows Vista 32 bit
Target: Editors
Issues: The TX 2D Builder will overwrite custom material modifications. It makes it impossible to easily use custom designed materials.
Steps to Repeat:
As an example, I have this line in my .txscene:
<SimpleMaterial name="leverMaterial" type="GarageGames.Torque.Materials.SimpleMaterial">
I want this lever to be rendered with a point filter, so I create a new class, PixelMaterial, that inherits from SimpleMaterial. This new class uses a point filter shader. I change the line to this:
<SimpleMaterial name="leverMaterial" type="GarageGames.Torque.Materials.PixelMaterial">
When I loaded and saved my scene, it changed PixelMaterial back into SimpleMaterial.
Suggested Fix:
The builder should leave the type= field intact. It should not override it when I save my scene.
About the author
#2
Most of these can be worked around. For this one, I resorted to making custom modifications to SimpleMaterial and creating new shaders and swapping them using code.
Also, I only switched Kobold's Quest over to 3.1.5, not Dungeons, but Dungeons should work just fine.
07/23/2010 (10:38 pm)
These are all long-standing issues I have run across with the builder over the years. Originally I never bothered to post these as GarageGames was going to switch builders at one point, but now that they are actually improving the builder, I may as well try to get these fixed.Most of these can be worked around. For this one, I resorted to making custom modifications to SimpleMaterial and creating new shaders and swapping them using code.
Also, I only switched Kobold's Quest over to 3.1.5, not Dungeons, but Dungeons should work just fine.
Torque 3D Owner Chris Hubler