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Skyline Forums • View topic - v0.6.8 Issues
As the venture in the realm of Shaders and materials you may encounter the odd obstacle. Please post your shader issue for the community to help.

v0.6.8 Issues

v0.6.8 Issues

Postby Shando » 17 Sep 2013, 00:53

OK, what I have come across so far is:

1) When I change a Material assigned to a Mesh, it seems to save any changes to the new Material under the previously assigned Material. BTW my Materials & Meshes are named like this: biosphere_b, biosphere_g etc. to denote the different factions.
2) The "Diffuse Tint" field does not display the correct RGB values (seems to retain the last ones that I entered)
3) There doesn't seem to be any way to disable the "Diffuse Tint" colour (maybe this is by design, but I can't set the Alpha in this, so it appears to stuff up my Texture with Alpha)
4) I get occasional crashes when I change the Mesh and/or Material (seems to be random)
5) Opening my own Preset Library causes a crash (nothing in log file)
6) Can't save more than one Preset. For example, it looked like I had successfully saved a Preset, but when I check the Library it's not there.

I'll keep going, and update if I find anything else.

regards

Shando
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Re: v0.6.8 Issues

Postby SolarPortal » 17 Sep 2013, 11:19

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Re: v0.6.8 Issues

Postby Shando » 17 Sep 2013, 13:14

Hi SolarPortal,

Thanks for the reply.

I haven't got time to test them all now, but I have checked 1) again. Basically, it seems to be only updating the first Material:

1) Load a Dummy Mesh.
2) Assign a Mesh and it's corresponding Material (e.g. blue faction xxx_b)
3) Tweak Material.
4) Save Material.
5) Save Mesh as a Preset.
6) Load another Dummy Mesh.
7) Assign a Mesh and it's corresponding Material (e.g. green faction xxx_g) NB: the only differences between the Factions are two Textures used to colour specific parts of the Mesh.
8) Tweak Material.
9) Save Material.

Now, when I check the folder where the Materials are, it is only the BLUE Material that is being updated:



Also, the Model in Skyline seems to be a mixture of the two Materials:



Hope this helps??

Regards

Shando

PS: all Meshes and Materials have been created with the following pipeline:

a) Turbosquid convert .max to .obj
b) I create relevant Materials in Carrara 6 Pro
c) I generate Ogre XML Mesh and Material using Ultimate Unwrap 3D Pro
d) I convert Ogre XML Mesh to normal Mesh using OgreXMLConverter in Skyline
e) I check Models in both Torchlight Mesh Viewer and Nimet
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Re: v0.6.8 Issues

Postby SolarPortal » 17 Sep 2013, 14:49

ok, thanks for the info shando :D

i have run through a couple of tests and did find an error in code to do with the Diffuse tints and brightness control when using a basic material.
Hopefully i have fixed this now.

I have sent you a pm :D

Just a quick question, are your meshes and materials unique names(one material name throughout all resources instead of one material name in each .material file), as skyline will pick up the first resource it finds of the material name, which is why it might look like the model is referencing an incorrect material, or saving back to the wrong location. As the tests i ran all saved back to the correct materials.
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Re: v0.6.8 Issues

Postby Shando » 17 Sep 2013, 21:50

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Re: v0.6.8 Issues

Postby Shando » 20 Sep 2013, 03:46

OK, so didn't manage to test yesterday :( but I've had a good play around today :)

Looks like I have managed to iron out my issues. Basically, I have manually rewritten all of the .material and .mesh.xml files ( thank goodness for Notepad++ and it's search/replace in all files 8-) ). Now I can change model & mesh and it works perfectly, including saving the changes to the basic and/or advanced materials to the correct file.

I have also managed to save a Preset into my own Preset Library, and reload it once I've shut down and restarted Skyline :D

Regards

Shando

PS: What version of Ogre are we using?? as I get a MeshSerializer error when trying to view my Models in TLMeshViewer. I'm also hoping that I can get QtMeshEditor ( ) up and running as this looks ideal for messing around with mesh(es) and material(s).
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Re: v0.6.8 Issues

Postby SolarPortal » 20 Sep 2013, 11:32

its great that things are moving in the right direction again. :D

we are using Ogre3D 1.8, but are looking at some point in the future to upgrade to ogre3d 1.9+
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