Materials/FAQ/General FAQ

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Textures

I can't properly see my textures


Non power-of-2 textures - textures that do not have dimensions that are a power of 2 (2x2, 4x4, 8x4, 32x32, 128x256, etc) will not work properly with a lot of the most common shader hardware available today. Change your texture sizes to fix this; use the following: ..., 64x64, 128x128, 256x256, 512x512, .... . You can use different setups such as 128x512 as long as they remain of the power of 2.

Check filenames and paths carefully. There is a lot of datablock use and scripting in the TGEA art pipeline. This will be reduced as exporter code gets upgraded. For now though, check your filenames and paths to make sure they are pointing to the correct files.

Map Materials to textures. If you want a shader Material to show up in game engine, you must first map it to a texture that was used in an interior or shape file. The mapping is done from the Material name to the texture name. See demo/data/materialMap.cs for examples on how this is done. Make sure you spell the Material and texture names properly!

I see an orange texture that says "no material" on it, what is that?


If you see that warning texture, there is no Material mapped to that texture, or there is a problem with the mapping from a Material to the texture. Common problems with this situation are:

  • You did not name the geometry correctly in you content creation program (i.e. MAX or QuArK)
  • Defining a Material with the same name in two different places. Be careful, every time you define a Material with a name, it can clobber another one.
  • Defining two Materials that map to the same texture.

Also be aware that Maya exports the full texture name with extension, so you would need to use mapTo with the full texture name in it. For example:

new Material(CamoCratesMaterial)
{
   mapTo = "camocrates.png"
   baseTex[0] = "camocrates";
};

Rendering