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Material crash (FIXED)

Material crash (FIXED)

Postby TattieBoJangle » 05 Nov 2016, 18:16

Nothing major but if you have a model dropped down and you drag the material onto the model then change your mind and drag a different or the same material to the edit material page it crashes



Also the normal maps fail to attach for some reason and when you drag them over they seem to make there own file _BC5

Creating HLMS System type: PBS
Error: Failed to apply normal map: barrell_acid_N.dds
Case: CM Storm Trooper CPU: I7 5930k X99 Cooler: Noctua NH-D15 Graphics: Asus GTX 1080 Motherboard: Rampage Extreme V x99 Ram: RipJaws DDR4 3000mhz Storage: x2 SSD Crucial 500GB + x5 2TB Hdd PSU: Evga 1500w OS: Windows 10
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Re: Material crash

Postby SolarPortal » 05 Nov 2016, 18:38

Thanks, will have to give that one a go when i get back to bughunting again :P It is now noted.

The BC5 is a special format for normal maps designed to run quicker in shaders and is new in Gen2. To be honest, they are a pita lol :P But the engine will crash when trying to load other formats so we convert them on the fly and look / load these instead.

Does your model recieve no normals at all in the scene, or is it just a message error?
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Re: Material crash

Postby TattieBoJangle » 05 Nov 2016, 19:54

Yeah just the error message with no normal applied when I drag my normal map to the slot it then converts and creates the BC5.

EDIT

Also the material image in the material section does not change when you select different models you need to click off the tab then back.
Case: CM Storm Trooper CPU: I7 5930k X99 Cooler: Noctua NH-D15 Graphics: Asus GTX 1080 Motherboard: Rampage Extreme V x99 Ram: RipJaws DDR4 3000mhz Storage: x2 SSD Crucial 500GB + x5 2TB Hdd PSU: Evga 1500w OS: Windows 10
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Material

Postby TattieBoJangle » 08 Nov 2016, 10:00

Been trying to do a few models to start my library but the prepare folder seems to be broken it takes ages and just keeps refreshing the files, also the material are just white balls sometimes they load with the model sometimes they don't strange :?
Case: CM Storm Trooper CPU: I7 5930k X99 Cooler: Noctua NH-D15 Graphics: Asus GTX 1080 Motherboard: Rampage Extreme V x99 Ram: RipJaws DDR4 3000mhz Storage: x2 SSD Crucial 500GB + x5 2TB Hdd PSU: Evga 1500w OS: Windows 10
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Re: Material crash

Postby SolarPortal » 08 Nov 2016, 15:24

I also had that white ball error at times and will need to look into it this week as well as your other problem with materials.
Sorry for the issues. We'l get there. :)
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Re: Material crash

Postby SolarPortal » 08 Nov 2016, 16:43

@Tattie, the folder that does not work for you when preparing, is there anyway of taking a look at it to see if it can prepare it and if not, i can then fix it :) Thanks.
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Re: Material crash

Postby TattieBoJangle » 08 Nov 2016, 17:31

Yeah not sure what it is a lot of the textures that come with packs are jpg so and I convert them to dds using the NVidia tool like in gen1 I can send them over the pack is around 200mb
Case: CM Storm Trooper CPU: I7 5930k X99 Cooler: Noctua NH-D15 Graphics: Asus GTX 1080 Motherboard: Rampage Extreme V x99 Ram: RipJaws DDR4 3000mhz Storage: x2 SSD Crucial 500GB + x5 2TB Hdd PSU: Evga 1500w OS: Windows 10
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Re: Material crash

Postby SolarPortal » 08 Nov 2016, 18:12

ahh, could the materials be referencing the .jpg which is why they then come in white.
If you do feel there is a problem, then definately send them over :)

We do have the means now to add a texture converter for ordinary textures from jpg to dds like we do with the normal maps. It could save quite a bit of time on converting of packs etc... Ill add it to the list of jobs if it helps speed things up :)
Textures that have alpha would be the issue as you dont want them converted to the wrong dds format. DXT_1, DXT_3, DXT_5.
We also have plans for texture resizing to optimize assets loaded in also.
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Re: Material crash

Postby TattieBoJangle » 08 Nov 2016, 18:31

We do have the means now to add a texture converter for ordinary textures from jpg to dds like we do with the normal maps. It could save quite a bit of time on converting of packs etc... Ill add it to the list of jobs if it helps speed things up


That would be great as for the dxt5 that would be fine if it all converts to dxt1 and as you go and look at the model it would be easy to change them over as there isn't as much dxt5 as there is 1

lol do you have the means to do spec as well as it would be great to just use the defuse and the prepare does the rest :lol: just a thought
Case: CM Storm Trooper CPU: I7 5930k X99 Cooler: Noctua NH-D15 Graphics: Asus GTX 1080 Motherboard: Rampage Extreme V x99 Ram: RipJaws DDR4 3000mhz Storage: x2 SSD Crucial 500GB + x5 2TB Hdd PSU: Evga 1500w OS: Windows 10
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Re: Material crash

Postby SolarPortal » 08 Nov 2016, 19:05

haha :P Generating normal maps and specular maps is another challenge completely but would be a great addition to skyline.
All we can do at the moment is to convert 1 image format to another. I think it may be some time before we are creating the other textures based on a diffuse map :lol:

The normal map conversion is for the _BC5 format which is a specific .dds format that is almost impossible to generate without some special tools. This format is needed otherwise skyline will crash with all the different normal map formats lol :P This is a stability/performance improvement that does not necessarily benefit the user in a workflow, so we auto convert for you :)
Check PDF section on BC5 format.

However, changing .jpg to .dds is no problem at all. If you had a .png or .tga still in the folder after converting to dds and losing the alpha channel, you would then be able to reconvert to get the alpha problem. I thought skyline loaded a file of the same texture name if the orig texture didnt exist anymore. This must be what feels broken. :)
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Re: Material crash

Postby StarFire » 08 Nov 2016, 20:30

Note on generating Normal maps: This may be a future feature as we have found some code on the process and once we get back to a retail product this could be a nice addition. I am sure there will be some code for the spec generation somewhere, and on top of this we do have a full image editing library which could provide us with some very cool texture map tools, ;)
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Re: Material crash

Postby TattieBoJangle » 08 Nov 2016, 20:35

I am loving version 2 apart from the couple of problems reported its shaping up cant wait to start building :D
Case: CM Storm Trooper CPU: I7 5930k X99 Cooler: Noctua NH-D15 Graphics: Asus GTX 1080 Motherboard: Rampage Extreme V x99 Ram: RipJaws DDR4 3000mhz Storage: x2 SSD Crucial 500GB + x5 2TB Hdd PSU: Evga 1500w OS: Windows 10
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Re: Material crash

Postby StarFire » 08 Nov 2016, 20:49

That's great to hear that @Tatty :D
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Re: Material crash

Postby SolarPortal » 08 Nov 2016, 21:37

:D :D
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Re: Material crash

Postby TattieBoJangle » 06 Dec 2016, 23:09

Bug Fixed (Locked)
Case: CM Storm Trooper CPU: I7 5930k X99 Cooler: Noctua NH-D15 Graphics: Asus GTX 1080 Motherboard: Rampage Extreme V x99 Ram: RipJaws DDR4 3000mhz Storage: x2 SSD Crucial 500GB + x5 2TB Hdd PSU: Evga 1500w OS: Windows 10
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