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
Mobo: Asus Crosshair CPU: AMD x2 64 6000+ GPU: BFG GTX 260 OCX 896mb Mem: 4gb Corsair TWIN2X2048-6400C4
About the author
#2
05/01/2009 (3:40 pm)
delete your prefs.cs and restart :) it will work again:)
#3
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
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
Vista Business 64
GTX 280
Core i7 920
05/02/2009 (6:05 am)
my terrain renders transparent if I switch to basic and restartVista Business 64
GTX 280
Core i7 920
#6
XP Pro, 3GHz, 1Gb Ram, Raedon X300/X550
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
Open shaders/common/terrain/terrainP.hlsl and change the includes to look like this...
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.
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
Another thread for the list of fixes post :)
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!
#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.
#14
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/
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/
#16
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:
Any ideas ?
Btw. "tilde" keyboard binding is not working for me (german keyboard setting).
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
Associate Tom Spilman
Sickhead Games
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.