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Posted

Ok, so i have started moving over all my models i had for sandbox over to the new editor, Ive litrally just copied all the folders into the new ones, but what ive noticed is "most" of them just crash the new editor... why would this be?

 

Thanks

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

Posted

Phy files possibly! I don't know what version you were upgrading from.

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Posted

Can you confirm it was 2.28?

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"I used to be alive like you .... then I took an arrow to the head"

Posted

ok, sorry, just checked and it seems its 2.27.

 

 

The physics serialisation format was changed in 2.28 so its more than likely your .phy files need re-doing.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

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"I used to be alive like you .... then I took an arrow to the head"

Posted

Ok, well.. as they only had the default phy files that were generated for them, can i just delete the phy files and let the editor re generate them? Or does it not work like that?

 

thanks

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

Posted

Ok, well.. as they only had the default phy files that were generated for them, can i just delete the phy files and let the editor re generate them? Or does it not work like that?

 

 

That should work as that is what I did for some files.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

No problems Andy. :blink:

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

Ok, still having same problem after deleting the phy files. It also crashes the model viewer, and the model view log says for one of my tree's for example.

 

Error: Shader file "abstract::mesh_diffuse_bumpmap_specular_sway_alphatest.vert" not found.

 

So, im guess thats a problem?

 

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

Posted

did you do a full fresh install ?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

Try

 

shader="abstract::mesh_diffuse_bumpmap_sway.vert","abstract::mesh_diffuse_bumpmap_specular_alphatest.frag"

shadowshader="abstract::mesh_shadow_sway.vert","abstract::mesh_shadow.frag"

 

in your mat files for these.

Posted

try looking in your shaders pak .. see if its there.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

Ok, so the example that rick posted fixes them. But is that the only way.... i have maybe going on 50 - 70 trees, bushes, grass, flowers ETC all with this shader?

 

And it was a full install, and is uptodate.

 

Thanks

Andy

The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do.

 

Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d

Posted

Ok, so the example that rick posted fixes them. But is that the only way.... i have maybe going on 50 - 70 trees, bushes, grass, flowers ETC all with this shader?

 

And it was a full install, and is uptodate.

 

 

 

Well:

 

Error: Shader file "abstract::mesh_diffuse_bumpmap_specular_sway_alphatest.vert" not found.

 

is telling you it can't find the shader specified, you might try looking in the 2.27 shaders pak and then adding that to the new .pak

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

Posted

It doesn't make sense for a vertex shader to describe an "alphatest" setting because alpha discard is performed in the fragment shader.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

A quick way for you to do this is just copy another of the vert shaders to that name. The name would no longer describe what it does, but it would stop it from crashing and keep you from having to modify all the material files.

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Posted

Just note that if you put it back in the shaders.pak and Josh does an update to that file it could be lost and you'd have to do it again. You could just leave it outside of the pak also, I just hate having exceptions like that myself.

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