Open DoctorAnsem opened 4 years ago
That sounds frustrating. Maybe if we check out the resulting munge files we can try and work out where the problem is coming from.
If you go into _BUILD\Worlds\$WORLD_ID\MUNGED\PC_SP
which if any of the following files are present.
_SP_MATERIAL_terrain_geometry$WORLD_NAME.material
_SP_MATERIAL_terrain_geometry$WORLD_NAMELOWD.material
$WORLD_NAME.terrain
The exact combination of these ones will depend on the rendertype of the terrain.
_SP_TERRAIN_albedo_ao_maps$WORLD_NAME.sptex
_SP_TERRAIN_diffuse_ao_maps$WORLD_NAME.sptex
_SP_TERRAIN_height_maps$WORLD_NAME.sptex
_SP_TERRAIN_normal_gloss_maps$WORLD_NAME.sptex
_SP_TERRAIN_normal_map$WORLD_NAME.sptex
_SP_TERRAIN_normal_mr_maps$WORLD_NAME.sptex
Surprisingly, all the material, texture and geometry files are present. The .terrain req file isn't pointing to the SP materials as it should, though.
Interesting, if you delete the .terrain
and .terrain.req
files and then munge do you get any errors showing up, are the files recreated?
You could also attach the munged .terrain
and .terrain.req` files here if you wanted, they might also hold some clues.
Huh. Deleting those specific files and then re-munging actually caused them to be recreated, yes, but also set up to use SP materials correctly. At least according to the .req file. It's extremely odd that this didn't happen on a fully clean munge, especially since the same terrain was munging and working fine before I added one more texture on it.
Well that was a short-lived victory, the terrain made it ingame once but subsequent munge reverted the .req file back to stock textures. This is getting weirder by the second.
A little update on this, it seems like the Blending Mode option can't be used on these terrains as setting it to 'Basic' doesn't have any effect.
The bug itself seems to persist as well. I wonder if it's another one caused by a terrain having been resized in ZE? I have done that for both of these terrains so that's at least something.
Strange. I might defer looking into this (and #94) until after I have a way to bake global illumination (which I am actively working towards currently) for maps up and running because they're all fairly related so I'd rather group looking into it all at once.
That said if this becomes a blocking issue for you just let me know and I'll move up it's priority.
Resulting in what I mentioned before, the stock terrain being used ingame despite material file being set up correctly. I think this has to do with the terrain material using same textures as a regular material - the wiki states a copy is supposed to be made for the terrain but maybe it's not working? It's happened on two terrains now with the same variables.