Discoloration
by Carl A Harris · in Torque Game Engine · 02/02/2006 (2:01 pm) · 19 replies
Can someone look at this image and explain what is happening to my textures?
http://www.spelmyst.us/torque/torquecolor.jpg
This purple coloring actually changes to a green from different angles.
http://www.spelmyst.us/torque/torquecolor.jpg
This purple coloring actually changes to a green from different angles.
About the author
#3
02/02/2006 (3:21 pm)
I had this problem. The hack fix was to make a worldspawn entity and modify the light settings. Forgot the details.
#4
Any ideas on what to modify?
Searched for Purple, but didn't yet anything about this problem.
02/03/2006 (2:19 pm)
I'm on a new Dell 8400. I've seen this color problem on since I bought the SDK. Even my old machine did it.Any ideas on what to modify?
Searched for Purple, but didn't yet anything about this problem.
#5
www.garagegames.com/mg/forums/result.thread.php?qt=35244
edit: unfortunately that seems to be a dead-end due to a broken link. but appatenly the answer used to be on sickhead games.
02/03/2006 (2:22 pm)
I searched for "purple' and the screenies from the first hit look pretty identical to the one you posted:www.garagegames.com/mg/forums/result.thread.php?qt=35244
edit: unfortunately that seems to be a dead-end due to a broken link. but appatenly the answer used to be on sickhead games.
#6
http://www.garagegames.com/mg/forums/result.thread.php?qt=20022
But the code fixes he used appear to be in the TGE 1.4 at yet I'm seeing the problem.
02/03/2006 (3:35 pm)
I found more on this at : http://www.garagegames.com/mg/forums/result.thread.php?qt=20022
But the code fixes he used appear to be in the TGE 1.4 at yet I'm seeing the problem.
#7
light_geometry_scale is already 16
But
geometry_scale was 32
so I changed it to 16 also. Still I get the same purple coloring.
02/03/2006 (3:59 pm)
Picking up on some of the other threads about changing the Light and Geometry scales. I went into each of the cottages with Quark. light_geometry_scale is already 16
But
geometry_scale was 32
so I changed it to 16 also. Still I get the same purple coloring.
#8
02/03/2006 (4:13 pm)
In the worldspawn entity set the 'lightmap_border_size' to 2
#9
So I added it.
Still no change.
02/03/2006 (4:26 pm)
I don't see that option in the worldspawn specifics for these cottages. So I added it.
Still no change.
#10
02/05/2006 (9:03 pm)
Any other ideas?
#11
02/06/2006 (5:37 am)
Try putting the lightscale to 1024 and see what happens
#12
02/08/2006 (6:33 pm)
This is Quark, right? Just so I'm not spinning my wheels looking in the wrong place. Or should I assume this isn't a fixable issue and let the purple stay?
#13
"geometry_scale" "1024.0"
"light_geometry_scale" "1024.0"
"rad_lightmap_width" "1024"
"rad_lightmap_height" "1024"
and STILL have the damn purple marks on the textures.
WTH is going on?
02/13/2006 (9:21 pm)
I've gone into the MAP files with a text editor and changed :"geometry_scale" "1024.0"
"light_geometry_scale" "1024.0"
"rad_lightmap_width" "1024"
"rad_lightmap_height" "1024"
and STILL have the damn purple marks on the textures.
WTH is going on?
#14
edit. It does the same with and without the TLK, stock and otherwise.
02/14/2006 (3:35 am)
I get the same problem on my system too. I have a GeForce TI4200 in my main system. Did the same on my fx5600 based laptop too though.edit. It does the same with and without the TLK, stock and otherwise.
#15
02/14/2006 (5:14 am)
Apparently someone knows how to fix it, but I don't know the details. A few of the links I've find are broken, but I'm still looking for a fix.
#16
-John
02/14/2006 (8:46 am)
Are you guys using a map2dif built from your Torque SDK or a version downloaded off of the GG site? Chances are the versions floating around the GG site are old and don't have the fix in them.-John
#17
Talk about a NON-intuative GUI. Jeeeeess.
Anyway, after sometime, I got the textures to load and simply reexported the cottage_0.map and small_cottage_0.map with the "export220map / build high detail DIF". Then copied the new DIF and MAP to the hovel folder. Amazingly enough. No more funky color.
@ John,
Thanks, I was using the map2dif from the original install and NOT the one that my system created.
Basically, I think the original DIFs are buggered.
@ Mark,
If you want to try the hovels I rebuilt. I have them on my server www.spelmyst.us/torque. Just right click and save target. I'll get the towers on the site too if you want them.
Okay, maybe not. I'm getting an error Quark on the towers that says:
Vislink cannot be coplanar with a node.
Whatever that's supposed to mean. :)
The links I found on this error are cryptic. But I'll see what I can find in leyman's terms.
02/14/2006 (7:04 pm)
I have the new Quark 6.5Talk about a NON-intuative GUI. Jeeeeess.
Anyway, after sometime, I got the textures to load and simply reexported the cottage_0.map and small_cottage_0.map with the "export220map / build high detail DIF". Then copied the new DIF and MAP to the hovel folder. Amazingly enough. No more funky color.
@ John,
Thanks, I was using the map2dif from the original install and NOT the one that my system created.
Basically, I think the original DIFs are buggered.
@ Mark,
If you want to try the hovels I rebuilt. I have them on my server www.spelmyst.us/torque. Just right click and save target. I'll get the towers on the site too if you want them.
Okay, maybe not. I'm getting an error Quark on the towers that says:
Vislink cannot be coplanar with a node.
Whatever that's supposed to mean. :)
The links I found on this error are cryptic. But I'll see what I can find in leyman's terms.
#18
I went into the folder "\data\interiors\towers".
Right click on the "LANDTOWER_0.MAP" and "open with >".
At the bottom of the menu click "choose program".
I would recommend NOT checking the "Always use ..." option. Just my opinion.
Here's the tricky part, point it to the map2dif.exe that you compiled or downloaded from GG. Which ever is newest I would assume. That's right, no options. Just let it run. From then on, it will appear in the menu and you want have to keep looking for it.
The map2dif will drop the newly converted DIF file into the same folder that you MAP file is in. WARNING: It doesn't ask if it's ok to replace the existing DIF file. You might want to change the current dif extention to bak, or something like that so you have a backup.
Watch the file size. It will probably go up about 2 to 5 k.
Run the game, and it should look normal now.
I put a copy of my map2dif.exe on my link above too.
02/14/2006 (9:16 pm)
Ok, here's the deal as it works on MY PC. For the sake of argument, I had a problem with this purple crap on my land towers. I went into the folder "
Right click on the "LANDTOWER_0.MAP" and "open with >".
At the bottom of the menu click "choose program".
I would recommend NOT checking the "Always use ..." option. Just my opinion.
Here's the tricky part, point it to the map2dif.exe that you compiled or downloaded from GG. Which ever is newest I would assume. That's right, no options. Just let it run. From then on, it will appear in the menu and you want have to keep looking for it.
The map2dif will drop the newly converted DIF file into the same folder that you MAP file is in. WARNING: It doesn't ask if it's ok to replace the existing DIF file. You might want to change the current dif extention to bak, or something like that so you have a backup.
Watch the file size. It will probably go up about 2 to 5 k.
Run the game, and it should look normal now.
I put a copy of my map2dif.exe on my link above too.
#19
I tried using the map2dif_plus that built as part of my TLK build, and everything worked fine. I was using an old version of map2diff from 1.2.2 I think as well as the version with radiosity.
So I was obviously using an older build of map2dif.
(I tried the association trick using map2diff, and it didnt work, but map2dif_plus works fine)
Cheers Carl, I'll drink a bottle of Brown for you.
02/14/2006 (11:00 pm)
WhooHoo! Its all down to me. I do'od it. Made the mistake that is.....I tried using the map2dif_plus that built as part of my TLK build, and everything worked fine. I was using an old version of map2diff from 1.2.2 I think as well as the version with radiosity.
So I was obviously using an older build of map2dif.
(I tried the association trick using map2diff, and it didnt work, but map2dif_plus works fine)
Cheers Carl, I'll drink a bottle of Brown for you.
Torque Owner Paul /*Wedge*/ DElia