Materials render problem in T3D
by Chris Calef · in Torque 3D Professional · 12/04/2010 (10:50 pm) · 5 replies
So, I recently discovered that several of my tried and true test models will not render in T3D for some reason. Naturally I assumed it was because I missed some vital change in property names for Materials, or because I was defining two materials with the same name or using the same texture twice, but I believe I have exhausted all of those possibilities. Here is what I see, when I put one of my working models next to one of my non-working models (they were added by dropping them in from the Library tab in the Object Editor).

The working one has this material definition:
The non-working one is using this:
As you can see, they are quite similar and quite simple, not trying to do anything fancy here. I have verified that the texture P_Post.jpg exists, in the same directory as checker.jpg. Any suggestions would be welcomed.
(EDITED for clarity.)

The working one has this material definition:
singleton Material(BoxSkin)
{
diffuseMap[0] = "art/shapes/items/checker";
specular[0] = "0.5 0.5 0.5 0.5";
specularPower[0] = 32.0;
};The non-working one is using this:
singleton Material(PostboxSkin)
{
diffuseMap[0] = "art/shapes/items/P_Post";
specular[0] = "0.5 0.5 0.5 0.5";
specularPower[0] = 32.0;
};As you can see, they are quite similar and quite simple, not trying to do anything fancy here. I have verified that the texture P_Post.jpg exists, in the same directory as checker.jpg. Any suggestions would be welcomed.
(EDITED for clarity.)
About the author
#2
What I did find from your post was that if I go into the shape editor with one of them selected, it _sometimes_ shows it to me after all. It doesn't stay visible when I come back to the other editor or leave the editors entirely, however - only inside the shape editor do I have a chance to see my poor mailbox.
Thanks though, glad to know I'm not alone! (And it's not technically "my" bug anymore.) :-) Now if Santa will only re-hire the Torque elves in time for Christmas...
12/05/2010 (12:28 am)
Hmmm... Very interesting. Definitely connected. Adds some complication to your bug report, however. My objects did not have shape constructors at all, so it isn't tied to that, but these particular objects were unrenderable no matter how I added them. (Tried adding from the library tab, and also my "normal" way which was shooting them out as physics objects - no difference.)What I did find from your post was that if I go into the shape editor with one of them selected, it _sometimes_ shows it to me after all. It doesn't stay visible when I come back to the other editor or leave the editors entirely, however - only inside the shape editor do I have a chance to see my poor mailbox.
Thanks though, glad to know I'm not alone! (And it's not technically "my" bug anymore.) :-) Now if Santa will only re-hire the Torque elves in time for Christmas...
#3
12/05/2010 (1:15 am)
Possibly a bounding box issue? I've had models do that if any part of them extended even a little bit outside the bounds.
#4
Try the fix I posted at the link I left above ... and remember to backup your original files ;)
It includes stuff about updating the material list of meshes which I don't think is getting worked through properly.
12/10/2010 (7:13 pm)
ChrisTry the fix I posted at the link I left above ... and remember to backup your original files ;)
It includes stuff about updating the material list of meshes which I don't think is getting worked through properly.
#5
(an extra set of eyes can't hurt)
eb7898 {at} hotmail [dot] com
12/10/2010 (7:23 pm)
..send me those 2 models and I'll take a peek for any oddities. (an extra set of eyes can't hurt)
eb7898 {at} hotmail [dot] com
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