No terrain textures in fullscreen - bug?
by Ian Winter · in Torque Game Engine Advanced · 08/20/2005 (9:22 am) · 13 replies
Hi there, I have a GeForce FX 5950, when I run both my attempted port of the starter.fps in TSE in full screen there's absolutely no textures on the terrain whatsoever, everything is just black - the issue occurs also with the two recently posted starter.fps ports that have just been posted in this forum. Atlas terrain seems to work okay after testing the terrain_water_demo map so it seems to be legacy terrain that's no longer texturing for me. All other models (DIFs/DTSs) seem to texture fine.
Also on a side note, TSE crashes with a standard windows error report on exit from the starter.fps ports, this isn't really much of a problem but is it a known issue?
Also on a side note, TSE crashes with a standard windows error report on exit from the starter.fps ports, this isn't really much of a problem but is it a known issue?
#2
08/20/2005 (10:48 am)
Ian, I noticed that problem with my port... i'm just working on a fix for it. (hopfuly it will be in the next release)
#3
08/20/2005 (10:50 am)
Which problem Joseph, the texture or the crash problem ;) ?
#4
08/20/2005 (10:54 am)
Sorry... the crash problem... I haven't had any problems with textures and i'm using an fx 5500 :-\
#5
1) Press F11
2) Go to Window Menu
3) Select "Terrain Texture Painter"
4) Change all your textures (Grass, Sand, Patch, and other if some);
5) Save your mission file
And Finaly
6) Play with it ! ;)
08/20/2005 (11:13 am)
@Ian : If you want to have your textures with legacy terrain you'll have to do this : 1) Press F11
2) Go to Window Menu
3) Select "Terrain Texture Painter"
4) Change all your textures (Grass, Sand, Patch, and other if some);
5) Save your mission file
And Finaly
6) Play with it ! ;)
#6
When I compile a release version of TSE, I don't get the exit error. (only get it in TSE debug)
08/20/2005 (11:15 am)
Hmmm... Ian, are you using a debug version of TSE?When I compile a release version of TSE, I don't get the exit error. (only get it in TSE debug)
#7
08/20/2005 (11:18 am)
Tried updating to the latest detonators and also tried a release build as well as debug but the issue still exists on either build, with the latest drivers.
#8
Also, thanks Vincent, going into the texture painter then reassigning the textures to the slots with the change button brought all the textures back - not sure why this was needed only in full screen most, as it works fine in windowed mode without any need to point the texture painter back to the textures.
08/20/2005 (11:47 am)
And yes, the exit crash seems to vanish in the retail release ;)Also, thanks Vincent, going into the texture painter then reassigning the textures to the slots with the change button brought all the textures back - not sure why this was needed only in full screen most, as it works fine in windowed mode without any need to point the texture painter back to the textures.
#9
08/20/2005 (2:52 pm)
Is it an object not out of bins error message? Those are being fixed in 1.4.
#10
10/22/2005 (4:04 pm)
1.4? Hah i wish they were that far with TSE o.O
#11
10/22/2005 (5:31 pm)
...not trying to be blunt, but a decent portion of 1.4 came directly from the TSE development. You are correct in that some of the core TGE features such as editors, etc. are not part of the current TSE HEAD, but they are more tied than you may realize.
#12
10/22/2005 (5:52 pm)
So if i understand correctly, things like bigfixes made in TSE, are used in 1.4? Or how should i see it? I know that a lot of the source is quite the same (because i could add various of the TGE resources in TSE).
#13
For example, the Atlas implementation required some pretty strong advances towards the Torque core application layer being threadsafe, so therefore as part of that R&D, Tge 1.4 is also very far along towards being threadsafe.
From the other direction, you can expect to see in the future TSE HEAD modifications that port in many things that were enhanced or refactored in the TGE 1.4 RC2 code version.
10/22/2005 (5:59 pm)
Well, Ben Garney is Technology Director for GarageGames, and as such has his finger on both TSE, and Tge 1.4 RC2 in a very big way. For example, the Atlas implementation required some pretty strong advances towards the Torque core application layer being threadsafe, so therefore as part of that R&D, Tge 1.4 is also very far along towards being threadsafe.
From the other direction, you can expect to see in the future TSE HEAD modifications that port in many things that were enhanced or refactored in the TGE 1.4 RC2 code version.
Torque Owner Stefan Lundmark
Those are mods, nothing you can do about it. Could be your setup/hardware, or that the modder made an error somewhere.
All I know is that it does not behave that way on our build and the standard TSE demos :)