TSE Issues
by Jason Mero · in General Discussion · 01/17/2006 (9:25 am) · 3 replies
Hello All,
I am involved with a project that is using the Torque Shader engine. We are currently in the research stage of development, and I am having some issues that I can't seem to figure out / find answers on. Before I go and take any further steps, I would like to know if anybody has had any of the same issues, or might be able to forward me to some answers.
First, one of my artists is having trouble exporting a character model from Max6. The mesh exports properly, but any extra node that we wish to attach seems to be removed. From all the documentation that we saw, we need a config file to specify which nodes not to remove. I believe we are doing this correctly, but it is still removing the cam node and any other node that the exporter deems unnecessary. Any help on this issue would be very appreaciated. Is there a specific way the node needs to be attached to the mesh, or other option we need to specify?
Second, there seems to be an issue when testing in debug vs release builds. Using the character model that we exported and loaded into our player object, in debug build all we see is a pink screen. But when we use the release mode, the camera defaults to the base of the model, and everything works the way I thought it should. Does the camera not default to the base of the model in debug mode, and does in release? Or are there other issues here that I am not aware of?
I can provide more information if anybody thinks they can help me with this.
Thanks
I am involved with a project that is using the Torque Shader engine. We are currently in the research stage of development, and I am having some issues that I can't seem to figure out / find answers on. Before I go and take any further steps, I would like to know if anybody has had any of the same issues, or might be able to forward me to some answers.
First, one of my artists is having trouble exporting a character model from Max6. The mesh exports properly, but any extra node that we wish to attach seems to be removed. From all the documentation that we saw, we need a config file to specify which nodes not to remove. I believe we are doing this correctly, but it is still removing the cam node and any other node that the exporter deems unnecessary. Any help on this issue would be very appreaciated. Is there a specific way the node needs to be attached to the mesh, or other option we need to specify?
Second, there seems to be an issue when testing in debug vs release builds. Using the character model that we exported and loaded into our player object, in debug build all we see is a pink screen. But when we use the release mode, the camera defaults to the base of the model, and everything works the way I thought it should. Does the camera not default to the base of the model in debug mode, and does in release? Or are there other issues here that I am not aware of?
I can provide more information if anybody thinks they can help me with this.
Thanks
#2
If you dont mind me asking, where are the private forums? I am brand new to this engine / website..
Thanks!
01/17/2006 (9:32 am)
Thanks, I will post this on the private forums.If you dont mind me asking, where are the private forums? I am brand new to this engine / website..
Thanks!
#3
01/17/2006 (9:39 am)
Go to Developer->Forums. Toward the top you'll see a link to edit subscriptions, click that and check the TSE private forums and and they will show up on your forums page.
Associate David Montgomery-Blake
David MontgomeryBlake
Search for TSE and pink as well. I remember seeing something about this and (I think) it was related to specific cards or driver versions. But I can't remember. But the TSE private forum should have more information.