Game Development Community

T3D 1.2 - Console log errors in Full template clean install

by Justin Knight · in Torque 3D Professional · 06/12/2012 (6:56 am) · 11 replies

(what version are you using?)
Build: T3D 1.2

(what platform/OS did this happen on?)
Platform: Windows 7 64 bit

(where is this bug happening?)
Game console log

(what is the bug)
There are a number of console log errors reported by a new project created with the Full template. These are distracting when looking for errors and may confuse new users of Torque. Most of them are issues with the example objects (Turret, Cheetah etc.) which are resolved by removing those objects.

One error appears to be reported incorrectly when terrain materials are being loaded:
[MaterialList::mapMaterials] Unable to find material for texture: sand
This error message is displayed for each material used in the terrain.

(tell us how to trigger the bug)
Steps to Repeat:
1. Create a new project based on the 'Full' template
2. Start the game, load the example level containing terrain
3. Open the console log

(if you know the solution, please post it. not required)

(if you have a copy of your console log, please link to it here)
Link to Console Log: nopaste.info/9a9d1f68b1.html

#1
06/12/2012 (10:05 am)
This is a known issue already. Thanks for reporting though.
#2
06/12/2012 (2:15 pm)
It took me about 5 minutes to clear up 95% of the console spam for the CE :D

The "Unable to find material for texture: xxxx" still escapes me though.
#3
03/29/2013 (8:53 am)
Has this issue been solved? I mean I am sitting here with the Torque 3D 2.0 MIT and getting this issue...

Her is my console output:
*** Stage 1 load
*** Stage 2 load
[MaterialList::mapMaterials] Unable to find material for texture: grass_lush02
[MaterialList::mapMaterials] Unable to find material for texture: rock02
[MaterialList::mapMaterials] Unable to find material for texture: gravel04
[MaterialList::mapMaterials] Unable to find material for texture: sand02
[MaterialList::mapMaterials] Unable to find material for texture: grass_rock01
[MaterialList::mapMaterials] Unable to find material for texture: grass_dying02
[MaterialList::mapMaterials] Unable to find material for texture: rock02
Best,

The Uber awesome Dwarf King
#4
03/29/2013 (9:19 am)
@Dwarf King: nope. It's a harmless, although annoying, and possibly anomalous warning that is so far down on my/our priority list that I've yet to look into it. However anyone is welcome to jump in and provide a solution for any issues through Github and pull requests.
#5
03/29/2013 (9:27 am)
Ya I realized that in another thread :) I was doing some cleanup in my warring messages as I got a crash to desktop as soon as I grab the terrain ans tried some gentle terrain sculpting... I got rid of like 6 duplicates terrain files. Still I get the annoying runtime error and crash to desktop....

Perhaps the issue is not the warnings. Al I know now is that I cannot change the terrain in the terrain editor without runtime error and CTD...
#6
03/30/2013 (2:16 am)
The warning is triggered when there is no Material datablock for the used Terrainmaterial.

singleton Material(Ter_gras1)
{
   mapTo="grass1A";
   footstepSoundId = 0;
   terrainMaterials = "1";
   ShowDust="false";
   showFootprints = "false";
};

new TerrainMaterial(gras1)
{
   diffuseMap = "art/textures/grass1A";
   detailMap = "art/textures/grass1A_Det.dds";
   internalName = "gras1";
   detailSize = "4";
   detailDistance = "50";
   detailStrength = "0.6";
   normalMap = "art/textures/grass1A_N";
   parallaxScale = "0";
   diffuseSize = "256";
};

Be aware that the mapTo of the material should point at the diffusemap of the terrainmaterial (in this case grass1a).

Doing this for all the terrainmaterials should solve the problem.
#7
03/30/2013 (4:03 am)
Ahh! I shall try to do that then :o)

Thanks for the advice :O)
#8
03/30/2013 (2:57 pm)
@Richard Marrevee
Took close to one day of cleaning up all the many terrain files and script codes(had like 2 Gig of details and normal files). Now no warnings are seen. Indeed this method above works. I also found out not to use the editor more than necessary as the "internalName" is unique in that sense that if another channel has that name a change in one of them will change all channels with that name. That can be rather annoying until one figures that out.

A side effect of the method above is that the landscape seems to be more crispy and clear in the colors :o)

Thanks again for the advice. Now I just need to find out why I cannot grab the terrain in world editor and change height without getting a physX error and crash to desktop....
#9
03/31/2013 (12:06 pm)
@Dwarf King:
Glad I could help. With this method you can also add different sounds and dusts to the terrainmaterials.

Unfortunately I can't help you with your other problem. I don't use physX. Good luck.
#10
03/31/2013 (12:11 pm)
@Richard Marrevee

No problem, physX has been disabled from this day on in my project(that is done in project.config). Now I can use the world editor with only a few crashes here and there after too many clicks after each other as long as I run the game in debug mode from visual C++ 2010. The game are able to play just fine without PhysX too. Perhaps I should consider Bullet as an Option instead?

Cheers,

Dwarf King
#11
03/31/2013 (1:09 pm)
It would be great if the community would step up and offer fixes for things like this to Github.

#289