TGEA beta2 Dts objects are black.
by Mike Rowley · in Torque Game Engine Advanced · 03/29/2008 (4:50 pm) · 3 replies
I posted this in another thread, but was suggested to report it as a bug.
If a new dts object is added to the starter.fps kit, it is black, even after relight.
Making a material.cs file listing all the textures works, but the object is then too bright. (it's emitting light)
My system specs are:
Windows XP home
3700 amd athlon 64
nVidia GeForce 6800XT
1.0 gig ram
If a new dts object is added to the starter.fps kit, it is black, even after relight.
Making a material.cs file listing all the textures works, but the object is then too bright. (it's emitting light)
My system specs are:
Windows XP home
3700 amd athlon 64
nVidia GeForce 6800XT
1.0 gig ram
#2
My dts shapes are using polysoup.
Sure. I'll send it to the email in your profile.
04/03/2008 (2:42 pm)
Quote:When I loaded up the Mission Editor I opened up the Creator and drilled down into Static Shapes and added the station to the mission and it came in fine.I haven't tried any of the prefabs. Just used my own.
Quote:Is there anything special about your shapes?Nope. Does it with both dts and dif objects. (when I can get a dif into tgea 1.7 B2)
My dts shapes are using polysoup.
Quote:Can you send me an example?
Sure. I'll send it to the email in your profile.
#3
04/03/2008 (10:53 pm)
Thanks! I'll be checking it out soon =)
Associate Matt Fairfax
PopCap
I tried copying the station folder from T3D\game\scriptsAndAssets\data\shapes to Stronghold\game\scriptsAndAssets\data\shapes. I then deleted the material.cs.
When I loaded up the Mission Editor I opened up the Creator and drilled down into Static Shapes and added the station to the mission and it came in fine.
Is there anything special about your shapes?
Can you send me an example?
Thanks!