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Torque 3D Beta 1 BUG: Terrain not rendered with basic lighting

by Bloodknight · in Torque 3D Professional · 05/01/2009 (12:11 pm) · 17 replies

When i disable advanced lighting to get usable framerates the terrain fails to render correctly, in my own created project it just renders black, in the warrior camp it renders transparent, whil ethe effects are very different i'm assuning its the same bug.


Mobo: Asus Crosshair CPU: AMD x2 64 6000+ GPU: BFG GTX 260 OCX 896mb Mem: 4gb Corsair TWIN2X2048-6400C4

#1
05/01/2009 (3:13 pm)
There seems to be some graphics corruption that occurs when switching lighting systems... some people get it worse than others.

If you exit the game with Basic Lighting on i believe it will default to that on the next execution. See if the terrain works then.
#2
05/01/2009 (3:40 pm)
delete your prefs.cs and restart :) it will work again:)
#3
05/02/2009 (5:36 am)
My terrain renders black in this situation:

Created my own project
Edited a new mission
Followed the steps to add a terrain block
- File Blank Terrain Method
- Add a .ter file Method

I've deleted my prefs
I've switched between basic and advanced lighting to no effect


Vista Ultimate 64
ATI 4870x2
#4
05/02/2009 (6:05 am)
my terrain renders transparent if I switch to basic and restart

Vista Business 64
GTX 280
Core i7 920
#5
05/02/2009 (11:36 am)
You may also try to apply this fix.
#6
05/02/2009 (12:13 pm)
I'm having the same problem (using Basic Lighting). The terrain in a new project are rendered black, even after making the suggested modification to the options dialog and deleting my prefs.

XP Pro, 3GHz, 1Gb Ram, Raedon X300/X550
#7
05/02/2009 (12:43 pm)
You might also see if your video driver is set to force MSAA. We're having trouble with that at the moment also.
#8
05/02/2009 (12:51 pm)
Ok... i think i found the issue.

Open shaders/common/terrain/terrainP.hlsl and change the includes to look like this...

#ifdef TORQUE_ADVANCED_LIGHTING    
#include "shadergen:/autogenConditioners.h"
#endif
#include "terrain.hlsl"
#include "./../torque.hlsl"

Also... delete the xxxx_basetex.dds in the levels folder so that the base texture is regenerated properly on the next execution.

It was Neil's post in another thread is what helped find this... good job.
#9
05/02/2009 (1:23 pm)
Fixed it for me, Great. Thanks.
#10
05/02/2009 (1:41 pm)
That works a treat for me, thank you Tom :)

Another thread for the list of fixes post :)
#11
05/02/2009 (2:44 pm)
@Tom: Sweet, that works great!
#12
05/02/2009 (3:37 pm)
Awesome... another bug slayed by the community.
#13
05/10/2009 (11:08 pm)
Once this fix is applied changing to Advanced Lighting from Basic Lighting causes the terrain to darken and does some nice things to the ground cover as well.

www.therepopulation.com/screenshots/badlighting.jpg
#14
05/11/2009 (12:28 am)
It did it for me too : terrain is now displayed in basic lighting.

That's all I can test because I'm on a gma950 and VMWare virtualized GC. I can't switch to advanced lighting.

But I don't see any water in Warrior Camp. I try the same fix in waterP.hlsl, but with no luck.

I wait for beta 2.

Nicolas Buquet
www.buquet-net.com/cv/
#15
05/22/2009 (9:36 am)
Water is present in beta 2 ! :-)

Nicolas Buquet
www.buquet-net.com/cv/
#16
05/23/2009 (5:35 am)
Hello, just got T3D Beta 2 and also have problems with the terrain rendering.
No matter if its Basic or Advanced Lighting. While basic makes the terrain only black rendered when I switch to advance the scene is completly scrambled.

System: win xp, core 2 duo E8300, Geforce 9600GT.

I saw in console.log the following:

Could not map material: DefaultSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BlankSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BurgSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: NewMissionSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BlueSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: NightSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: StormSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: WarriorCampSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
CustomMaterial - AtlasBlender20Material(1755) - Failed to find ShaderData AtlasBlender20Shader
22: Register object failed for object AtlasBlender20Material of class CustomMaterial.
CustomMaterial - TerrainBlockMaterial2(1757) - Failed to find ShaderData TerrainBlockShader2
37: Register object failed for object TerrainBlockMaterial2 of class CustomMaterial.
CustomMaterial - TerrainBlockMaterial3(1759) - Failed to find ShaderData TerrainBlockShader3
53: Register object failed for object TerrainBlockMaterial3 of class CustomMaterial.
CustomMaterial - TerrainBlockMaterial4(1761) - Failed to find ShaderData TerrainBlockShader4
70: Register object failed for object TerrainBlockMaterial4 of class CustomMaterial.
Could not map material: TerrainSoft to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: TerrainHard to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: empty to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: BlackSkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter
Could not map material: GreySkyMat to a texture name, need to specify 'mapTo' or 'diffuseMap[0]' parameter

Any ideas ?

Btw. "tilde" keyboard binding is not working for me (german keyboard setting).
#17
08/14/2010 (1:49 pm)
you need to find the tilde character on your keyboard to access the console. i think this feature was added on purpose just to screw with us europeans :p