Game Development Community

Beta 3 bug: Terrain Base Texture problem *fixed*

by Gerry "Hermetic" Smith · in Torque 3D Professional · 06/24/2009 (5:48 pm) · 34 replies

quicklink to comment with fix: here

Beta 1 bug: Terrain Base Texture problem
Beta 2 bug: Terrain base texture bug still present

And while I reported this on the previous two betas it still hasn't been added to the known issues list as far as I can tell. Sorry for the negativity (it's frustrating not being able to jump in and start using this engine in the area I wanted to get started on) but this doesn't inspire much confidence that this will be fixed for the next beta even though the plan seems to be to get everything working for the Windows environment.
Page «Previous 1 2
#1
06/24/2009 (6:03 pm)
Maybe you and me are the only 2 people left with this problem? I been worried about when it will get fixed as well.
#2
06/24/2009 (6:17 pm)
Sucks to be us eh! ;)

I was hoping that I could go a while before I needed to buy a new puter.
(and it would be just my luck that it would be effected by this problem as well)

This is getting to be an expensive hobby.
#3
06/24/2009 (6:17 pm)
Bugs suck... what can you do.

Could could both of you post your graphics card info?

Then on a fresh copy the Torque 3D install without any custom code or art changes... run WarriorCamp for me and post some screenshots and email me your console.log and the WarriorCamp_basetex.dds in the levels folder.
#4
06/24/2009 (6:28 pm)
I have the same problem, I was not posting because I had nothing to add. My card is a 9800gx2 from Nvidia.
#5
06/24/2009 (6:43 pm)
Quote:Bugs suck... what can you do.
And to be clear I am not assigning blame to you or anyone involved in the development... just bemoaning the fates...

Below is my system info and I can add the rest of the info when I am back at the effected machine again.

----------------------------------------
Core 2 Duo T5450 @ 1.66 GHz ( laptop )
2 GB RAM
GeForce 8600M GT 512 MB
#6
06/24/2009 (6:47 pm)
Woot My terrain problems are fixed. Now I don't have this one anymore!
#7
06/24/2009 (8:10 pm)
Screencap of WarriorCamp terrain:
thoughtfish.net/~carv/images/B3sc.jpg
#8
06/24/2009 (8:33 pm)
@Gerry - Grab this file...

rapidshare.com/files/248355765/WarriorCamp_basetex.dds.html

... and copy it to your levels folder overwritting yours. Check and be sure that the 'Date Modified' time is newer than that of the WarriorCamp.ter file... it should be.

Then try running WarriorCamp.

I suspect the issue is that your system is not creating the compressed DDS texture file correctly, but if it did... the terrain would render normally.
#9
06/24/2009 (9:05 pm)
Quote:I suspect the issue is that your system is not creating the compressed DDS texture file correctly, but if it did... the terrain would render normally.
Yes, I can use that texture created on another machine but I can't create or edit it on this machine without it getting corrupted.

As I mentioned in one of the threads from the previous betas, I have tried the latest drivers for this card, in this laptop, from laptopvideo2go.com without luck.
#10
06/24/2009 (11:24 pm)
@Gerry - Hold on... one step at a time. I wanted you to test that DDS to be sure i understood where the problem was.

So if your saying that works (i'm assuming you checked) we can move on to the next test.

So open up the project in VisualStudio and look in the terrain/terrRender.cpp file for the function TerrainBlock::_updateBaseTexture(). Around line 224 you'll see this....

// Read back the render target, dxt compress it, and write it to disk.
      GBitmap blendBmp( destSize.x, destSize.y, false, GFXFormatR8G8B8A8 );
      blendTex.copyToBmp( &blendBmp );

      /*
      // Test code for dumping uncompressed bitmap to disk.
      {
         FileStream fs;
         if ( fs.open( "./basetex.png", Torque::FS::File::Write ) )
         {
            blendBmp.writeBitmap( "png", fs );
            fs.close();
         }         
      }
      */

Uncomment that uncompressed bitmap dumping code, build the EXE, delete the WarriorCamp_basetex.dds filde, and run the game again.

After you run the game look in the root of the game folder for 'basetex.png'... i want to see if that texture is corrupted like the DDS or not.
#11
06/25/2009 (6:37 am)
I am still having base texture problems in warrior camp. If I use terrain painter to paint any spot at all, it seems to fix the entire terrain. However, I have to go through that procedure each time I open this level. This problem also exists when I create my own level using blank room. I am not sure if this problem is the same as Gerry's. If you read my unedited post, sorry about saying the problem didn't exist, lol, the rest of the objects look so good, I didn't notice at first that the terrain wasn't correct.
#12
06/25/2009 (7:49 am)
Hey! Using the new DDS does appear to cure my problems in Warrior Camp. Of course I still have the same problem in "blank room".
#13
06/25/2009 (9:33 am)
@Steve - "Blank Room" doesn't have a terrain in it... so i'm thinking you have a different problem than this. Can you post a screenshot?
#14
06/25/2009 (9:36 am)
Quote:Hold on... one step at a time. I wanted you to test that DDS to be sure i understood where the problem was.
Don't worry. I was just making sure we didn't start going down already explored alleys...

Quote:So if your saying that works (i'm assuming you checked) we can move on to the next test.

Yes it worked, and I did a build with that section uncommented, and yes that basetex.png is messed up in the same way as the dds.
thoughtfish.net/~carv/images/basetex.jpg
shrunk to 512 and turned into jpg

Every time I reboot it seems the texture gets messed up differently.
#15
06/25/2009 (9:40 am)
Quote:Using the new DDS does appear to cure my problems in Warrior Camp.
@Steve, try editing the terrain (even if you undo the change) and saving the level and see if it is still okay when you restart.
#16
06/25/2009 (9:43 am)
Quote:"Blank Room" doesn't have a terrain in it...
I think he might be talking about bringing in his own terrain.
#17
06/25/2009 (9:47 am)
While waiting for a possible next test can I ask a question?

Assuming this dds is being created through hardware, is it possible to have a fallback (or alternative creation method that can be switched on) to have it be created in software instead? (or was that how the png was created?)
#18
06/25/2009 (10:27 am)
@Tom Have you read GPU DXT Decompression from Ignacio Castaño.
#19
06/25/2009 (10:36 am)
I never had this issue in Beta 1 or 2 but it just showed up for me in Beta 3.

Using 8800 GTX with driver 185.85.
#20
06/25/2009 (10:51 am)
Well crap, I guess I'm not a very good tester.
1. Gerry is correct, if I edit the terrain and save Warrior Camp, the problems are still there. I didn't save it the first time. Also, Gerry is again correct, when I said Blank room, I misspoke myself , I meant Blankroom with the terrain I imported already present. So, I guess me and Gerry still do have the same problem, let me know if you still need screenies.
Page «Previous 1 2