Jump to content

zyzz1995

Members
  • Posts

    9
  • Joined

  • Last visited

zyzz1995's Achievements

  1. Report A Bug of BaseGame Template Today I tried to compile T3D with the BaseGame template, after i hit the “Launch World Editor” button, some errors occurred(see the pics attached). From the info "Failed to open the include 'shaders/common/torque.hlsl' ", i think this is a path bug, may be the developers forgot to update the include file path in some shader files, casue the "torque.hlsl" is no longer in the "shaders/common" path but in the "shaders/" path in the BaseGame template. I've not located those files for now, hope that the developers will see this and fix the bug ASAP. Not sure here is the right place to report a bug. Thanks for read and reply. UPDATE: Find some info in the console.log file C:\Users\Administrator\Documents\GitHub\Torque3D\Engine\source\gfx\D3D11\gfxD3D11Shader.cpp(72,0): {Fatal-ISV} - Failed to open include 'shaders/common/torque.hlsl'. failed to compile shader: C:\Users\Administrator\Documents\GitHub\Torque3D\My Projects\LearnT3DBaseGame\game\data\shaderCache\b524839793fade4e_V.hlsl(7,10): error X1507: failed to open source file: 'shaders/common/torque.hlsl' C:\Users\Administrator\Documents\GitHub\Torque3D\Engine\source\gfx\D3D11\gfxD3D11Shader.cpp(950,0): {Fatal-ISV} - Unable to compile shader! Failed to initialize material 'Grid_512_Grey' [Material::mapMaterial] - Cannot map unnamed Material C:\Users\Administrator\Documents\GitHub\Torque3D\Engine\source\gfx\D3D11\gfxD3D11Shader.cpp(72,0): {Fatal-ISV} - Failed to open include 'shaders/common/torque.hlsl'. failed to compile shader: C:\Users\Administrator\Documents\GitHub\Torque3D\My Projects\LearnT3DBaseGame\game\data\shaderCache\efef832dc37c8755_V.hlsl(6,10): error X1507: failed to open source file: 'shaders/common/torque.hlsl' C:\Users\Administrator\Documents\GitHub\Torque3D\Engine\source\gfx\D3D11\gfxD3D11Shader.cpp(950,0): {Fatal-ISV} - Unable to compile shader! Failed to initialize material '(null)' [Material::mapMaterial] - Cannot map unnamed Material C:\Users\Administrator\Documents\GitHub\Torque3D\Engine\source\gfx\D3D11\gfxD3D11Shader.cpp(72,0): {Fatal-ISV} - Failed to open include 'shaders/common/torque.hlsl'. failed to compile shader: C:\Users\Administrator\Documents\GitHub\Torque3D\My Projects\LearnT3DBaseGame\game\data\shaderCache\efef832dc37c8755_V.hlsl(6,10): error X1507: failed to open source file: 'shaders/common/torque.hlsl' C:\Users\Administrator\Documents\GitHub\Torque3D\Engine\source\gfx\D3D11\gfxD3D11Shader.cpp(950,0): {Fatal-ISV} - Unable to compile shader! Failed to initialize material '(null)' C:\Users\Administrator\Documents\GitHub\Torque3D\Engine\source\gfx\D3D11\gfxD3D11Shader.cpp(72,0): {Fatal-ISV} - Failed to open include 'shaders/common/torque.hlsl'. failed to compile shader: C:\Users\Administrator\Documents\GitHub\Torque3D\My Projects\LearnT3DBaseGame\game\data\shaderCache\a1a7a101cca9ce72_V.hlsl(6,10): error X1507: failed to open source file: 'shaders/common/torque.hlsl' And the same problem occurs when i use OpenGL as the render. It turns out my guess may be wrong, the problem is not exist in some shader file but in this "Engine\source\gfx\D3D11\gfxD3D11Shader.cpp" file. UPDATE2: I did little more research, found the problem should be in "Engine\source\shaderGen\shaderGen.cpp". I noticed that in line 52 and line 129, there was a string "shaders/common" and a variable named smCommonShaderPath which should control where should the auto-generated shaders go: line52: String ShaderGen::smCommonShaderPath("shaders/common"); line129: smCommonShaderPath = String(Con::getVariable("$Core::CommonShaderPath", "shaders/common")); And the smCommonShaderPath should be able to change from the script, and i found it in game\core\main.cs: line42: $Core::CommonShaderPath = "core/shaders"; But i just don't konw why this line does not take effect. The game\core\main.cs should be executed. I am confused now.
  2. Hi guys, I find that when i import a heightmap into the torque the .ter file will be generated and stored in the game/levels folder with the .mis file, however when i create a terrian by the torque itself i find that the .ter file will be stored in the game/art/terrains folder. So i am very confused about what determines the directory the terrain file(*.ter) will be stored, i want to make all the .ter files stay in one place, is there a way to let me determine the terrain file folder? Any help will be very appreciated. p.s. maybe add a "select ter location" button in the import heightmap dialog will make it more user-friendly. If i want to add this functionality which file should i modify?
  3. Oh, does L3DT work on WINE? Nice! I own a license to the Pro version of that. Didn't think it would work. Figured it was kind of a "fringe" app... And it works without hassle! Holy cow that's amazing. Thanks! i used it with wine on my ubuntu14.04, it worked just fine and no crash. But it is slower than that on window i think.
  4. yeah maybe it is the problem but i don't i think i need go that far now, because i am totally new to T3D now, i cant even understand some basics now.Maybe when i firgure out how the engine works overall i will check the problem then. Now what's really painful for me is that i cannt find a complete tutorial(maybe some like Torque3d 101). Any suggestions?
  5. hey i am mainly using linux os, there are some nice terrain editors that can be used on linux, some are commercial ones which means you have to pay for them, you can find them on the steam, i cannot give their names here but i am pretty sure that you can find them. Also there are some free ones but maybe they are not just a terrain editor like UE4, it has a nice terrain editor, but given the size of UE4(i compiled on my machine and it is nearly 40gb) , i would not recommend you to have it on your system just for it hightmap editor feature. Well from my own experience, if you donn't mind using wine, some windows terrain editor can work fine with wine such as L3DT standard version(which is free with some small limitations). wish this helpful for you. :D
  6. sorry about the screenshot, actually i don't use windows much so i don't know how to use the system's tool to capture a window only. So i use a third party tool and it an commercial software which provide a 30 days trail while the trail version will add the branding info on the output pic so it becomes a "branding bug". As for the shader error, if it doesn't affect much i will just let it go, maybe it is not a bug at all or maybe it will be fixed later. thank you for your reply.
  7. Hey guys, I have got a very odd error recently, that was when i change the lighting setting from andvanced lighting to basic lighting i got a "unable to compile shader error" dialog. I am using the latest github development version complied by myself, anyone have the same problem or maybe it is a bug? Any info woulde be appreciated. PS: screenshot attached.
  8. Thank you for you guys, I don't really think i need PhysX now, bullet works just fine for me. And I am totally new here and know very little about the Torque3D, I think it a great engine and the development is just very active, so i want to use it for my game, i just haven't find out where to get started for now, compiling maybe a good start, then what i don;t know. So i am here to seek some help, you guys are very nice, thanks again.
  9. Want to ask how can i compile a 64bits and Physx3 version of Torque3d.Thx
×
×
  • Create New...