1.1Beta bugs/quirks
by TheGasMan · in Torque 3D Professional · 03/19/2010 (11:25 am) · 12 replies
1. Normal maps still have a big issue:
Here is a full-head rendered incorrectly, if I unweld/break/split the head in half, each half renders correctly (as you see on the sides of the image). If I invert the Y of the normal map, the splits render incorrectly and the full-head then, properly.
- Can we just get this right guys ?

2. Editor related:
A. Editor loading tends to warn "stop responding" and takes more time to load than previous versions of T3D. ..So, where did the editor loading speed go ?
B. Transform move control is not usable after switch of tool choice: Add a shape to a scene, then press 3 and rotate, then press 2, you can not get the transform move control to be usable as the #2 key will change your weapons.
[Sure I can go in and fix this, but why should I need to ? ..whoever is breaking this stuff, quit it!
World Editor controls need to just work IMO.]
3. PhysX related issues:
A. Objects shake and it looks terrible, ..open a PhysX level and check for yourself.
B. The player no longer interacts with PhysX objects nor walks over them...actually the player "glides over with no use of animation while-upon physX objects"
Are these concerns already adressed ?
Once again...To whoever is breaking stuff, quit it!
Here is a full-head rendered incorrectly, if I unweld/break/split the head in half, each half renders correctly (as you see on the sides of the image). If I invert the Y of the normal map, the splits render incorrectly and the full-head then, properly.
- Can we just get this right guys ?

2. Editor related:
A. Editor loading tends to warn "stop responding" and takes more time to load than previous versions of T3D. ..So, where did the editor loading speed go ?
B. Transform move control is not usable after switch of tool choice: Add a shape to a scene, then press 3 and rotate, then press 2, you can not get the transform move control to be usable as the #2 key will change your weapons.
[Sure I can go in and fix this, but why should I need to ? ..whoever is breaking this stuff, quit it!
World Editor controls need to just work IMO.]
3. PhysX related issues:
A. Objects shake and it looks terrible, ..open a PhysX level and check for yourself.
B. The player no longer interacts with PhysX objects nor walks over them...actually the player "glides over with no use of animation while-upon physX objects"
Are these concerns already adressed ?
Once again...To whoever is breaking stuff, quit it!
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Recent Threads
#2
Reply from me: :P + thx
ok, Rene covered #2, now what about 1 and 3 ?
03/19/2010 (2:43 pm)
""Things change, stuff breaks. It's called software development. "" Reply from me: :P + thx
ok, Rene covered #2, now what about 1 and 3 ?
#3
03/21/2010 (7:17 pm)
unity threads always get attention, I just wish the attention trickled down to threads that have a real point.
#4
03/22/2010 (12:09 am)
spotting similar normal maps issue also. i read somewhere inverting one of the channels in image editors work, though i would not do that. waiting for a fix too.
#5

1a. Is this normalmap issue a Max thing? I don't see it with Blender exported models -- note: I freestyle my normalmaps rather than do that "fancy stuff" were you get them from a highpoly model.
1b. I thought that you had to invert Y axis on a normalmap for it to work correctly. No, I can't link to a source for that ... but reckon it's going back to TGEA.
03/22/2010 (8:22 am)

1a. Is this normalmap issue a Max thing? I don't see it with Blender exported models -- note: I freestyle my normalmaps rather than do that "fancy stuff" were you get them from a highpoly model.
1b. I thought that you had to invert Y axis on a normalmap for it to work correctly. No, I can't link to a source for that ... but reckon it's going back to TGEA.
#6
www.torquepowered.com/community/forums/viewthread/112211/2#comments
as you can see in the post above that model has been exported nine different ways to Sunday, and it works fine with the normal map shader in TGEA so why would it not work correctly in T3D and give the results that eb is trying to demonstrates when rendered in T3D? It almost appears that the normal map for some reason is not being lit correctly, is this due to normal map generation, model export, or a bug in the engine?
03/22/2010 (9:27 am)
This post should perhaps link back to the original artist who is having all of the issues with the normal mapping so that interested individuals who may be equipped to have an intelligent solution to the issue can see what has and has not been attempted to correct the issuewww.torquepowered.com/community/forums/viewthread/112211/2#comments
as you can see in the post above that model has been exported nine different ways to Sunday, and it works fine with the normal map shader in TGEA so why would it not work correctly in T3D and give the results that eb is trying to demonstrates when rendered in T3D? It almost appears that the normal map for some reason is not being lit correctly, is this due to normal map generation, model export, or a bug in the engine?
#7
@eb: Any idea if the problem exists in older versions of T3D or just 1.1b? Sorry if I missed something in the other threads.
04/08/2010 (11:44 pm)
Is the normal map problem still an issue? @eb: Any idea if the problem exists in older versions of T3D or just 1.1b? Sorry if I missed something in the other threads.
#8
04/10/2010 (10:24 am)
@eb - Is that material on the head a CustomMaterial or a standard Torque material?
#9
I can re-grab the model from the guy if you need it.
(I deleted it sometime ago..but only after trying a dozen tricks to make it work.)
04/10/2010 (11:16 am)
standard.I can re-grab the model from the guy if you need it.
(I deleted it sometime ago..but only after trying a dozen tricks to make it work.)
#11
I certainly hope he replies in a timely manner.
Edit: I forwarded his email(with attach.) to you Tom
04/12/2010 (8:09 pm)
Thanks Tom. I'll contact him tonight. I certainly hope he replies in a timely manner.
Edit: I forwarded his email(with attach.) to you Tom
#12
04/13/2010 (12:47 am)
Got it... thanks!
Associate Rene Damm
2 A. Resolved for b2. There should be still be a thread around somewhere.
2 B. Resolved for b2.
Things change, stuff breaks. It's called software development.