Editor material, Can't save (Torque 3D beta2)
by Szzg007 · in Torque 3D Professional · 06/10/2009 (10:57 pm) · 10 replies
Why I can't save material in T3d BETA2, and I compared the BETA1, found that it does not have any material select menu. Success has not saved any material.cs. This is not a BUG?
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#2
What are the differences? Why the script will repeat?
and:
overlayMap
overlayTex
lightMap
toneMap
What is the role of these materials? Why to join in after the engine showed no effect?
06/12/2009 (5:07 am)
diffuseMap" and "baseTex"; "detailMap" and "detailTex" What are the differences? Why the script will repeat?
and:
overlayMap
overlayTex
lightMap
toneMap
What is the role of these materials? Why to join in after the engine showed no effect?
#3
basetex is for the basic lighting, same as TGEA
diffusemap is the same thing for advanced lighting
Detail map is an overlay exactly like the detail texture for terrain, not working in beta2 but is in beta1
overlaymap/tex is for overlaying other textures on a texture, the map controls transparency/fade, not working
lightmap is ... a lightmap - not working
tonemap controls the overall colour balance - not working
06/12/2009 (5:31 am)
I think:basetex is for the basic lighting, same as TGEA
diffusemap is the same thing for advanced lighting
Detail map is an overlay exactly like the detail texture for terrain, not working in beta2 but is in beta1
overlaymap/tex is for overlaying other textures on a texture, the map controls transparency/fade, not working
lightmap is ... a lightmap - not working
tonemap controls the overall colour balance - not working
#4
06/12/2009 (6:33 am)
But. These elements, however I have seen beta2. Why should we add to? Now that does not work? At the same time. Script also. Why there?
#5
Diffuse
Mormals
Displacement
Occlusion
Specularity
.....
This is more consistent with the acceptable
06/13/2009 (12:51 am)
I would like to T3D material should have the right to edit materials in the project:Diffuse
Mormals
Displacement
Occlusion
Specularity
.....
This is more consistent with the acceptable
#6
Save should work... if it doesn't; then yes it is a bug. It wasn't pulled out, but fought its design ( as we have changed much of the workflow completely ).
Also to clear some confusion, the material editor supports the maps that the engine supports, no more no less.
-DiffuseMap (AKA baseTex)
-NormalMap (AKA bumpTex)
-DetailMap (AKA detailTex)
-OverlayMap (AKA overlayTex)
-LightMap
-ToneMap
We felt that we wanted to move the material system to more standard names (hence the diffusemap instead of basetex, etc). The reason why there both still supported is for backward compatibility. If you have two different maps in both diffuse and base, diffuse will overwrite base. The material editor doubly saved out these material properties as designed (not easier to read, but things are getting better).
Also, I know this hasn't been brought up yet; but the mapTo solution is being worked on right now as well. I think people will be pleased with the changes to the material editor =)
06/13/2009 (1:08 am)
Where to begin...Save should work... if it doesn't; then yes it is a bug. It wasn't pulled out, but fought its design ( as we have changed much of the workflow completely ).
Also to clear some confusion, the material editor supports the maps that the engine supports, no more no less.
-DiffuseMap (AKA baseTex)
-NormalMap (AKA bumpTex)
-DetailMap (AKA detailTex)
-OverlayMap (AKA overlayTex)
-LightMap
-ToneMap
We felt that we wanted to move the material system to more standard names (hence the diffusemap instead of basetex, etc). The reason why there both still supported is for backward compatibility. If you have two different maps in both diffuse and base, diffuse will overwrite base. The material editor doubly saved out these material properties as designed (not easier to read, but things are getting better).
Also, I know this hasn't been brought up yet; but the mapTo solution is being worked on right now as well. I think people will be pleased with the changes to the material editor =)
#7
06/13/2009 (4:58 am)
Ah. Understand. At the same time, if in future versions of the material more convenient and effective device, it would be all we are looking forward to seeing the good news.
#8
Also, the material editor should only save out fields that have been altered (the save out write to file won't spam with fields you haven't touched)(thanks to the persistencemanager =). There are a couple of other nice features that made it in... they should be covered in Mich's docs. Keep a look out! =p
06/19/2009 (12:59 am)
I think you'll be excited with the next beta's material editor. The editor should support backwards compatibility with baseTex, bumpTex, etc; when it saves out it will automatically convert and save out to the more standard titles we've been talking about (diffuseMap, etc).Also, the material editor should only save out fields that have been altered (the save out write to file won't spam with fields you haven't touched)(thanks to the persistencemanager =). There are a couple of other nice features that made it in... they should be covered in Mich's docs. Keep a look out! =p
#9
and When can download T3d beta3?
06/19/2009 (10:48 am)
Wonderful. I have been waiting for the release of T3d beta3. Such my as hair waiting to white. Ha, ha, haand When can download T3d beta3?
#10
06/19/2009 (9:49 pm)
We recently pushed a build to QA for beta 3 and are (and have been) hard at work on it :) We can't give a time but know we are working on it. A lot of good stuff in beta 3, think everyone will be very happy.
Associate Steve Acaster
[YorkshireRifles.com]