[Beta 2 Bug]Sometimes materials edited in the Material editor don't work properly
by Ken Finney · in Torque 3D Professional · 06/10/2009 (11:41 am) · 3 replies
Material.cs files are not being written correctly from Material editor, either on the fly, or when saving. When you change a boolean property, a 1 or 0 is written to the material definition in the material.cs file. This is not being read as true or false by the engine (so one could think of the bug being in the Resource Loader instead, I suppose...).
You can workaround this problem by manually editing the material.cs file afterwards, and changing the 1's & 0's to true & false, as appropriate.
This applies to editing existing materials. We haven't tested it when creating new materials.
You can workaround this problem by manually editing the material.cs file afterwards, and changing the 1's & 0's to true & false, as appropriate.
This applies to editing existing materials. We haven't tested it when creating new materials.
Associate Matt Fairfax
PopCap
The PersistenceManager (the class that handles the object saving for the Material Editor and in other of the tools) is just writing out exactly what the value evaluates to in TorqueScript just like the SimObject save/write function does.
Do you have a more specific reproduction case with the existing art assets I could try?