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  #1  
Old 05-07-2012, 03:13 PM
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LordGleedo LordGleedo is offline
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Default Missing cached shader map

I have imported a static mesh and have then also created a material which I have assigned to this static mesh.

Upon compiling my mod, I see the following in my logs:
Code:
[0031.03] Log: Missing cached shader map for material Iceberg_blue_mat, compiling.
[0031.03] Log: Can't compile Iceberg_blue_mat with seekfree loading path on console, will attempt to use default material instead
[0031.03] Warning: Warning, Failed to compile Material TOGAFreezeTagContent.Icebergs.Iceberg_blue_mat for platform PC-D3D-SM3, Default Material will be used in game.
Can anyone help me understand what I need to do to fix this? I am wondering If I have done something wrong in the material editor....

The material is very simple:



Any help appreciated
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  #2  
Old 05-07-2012, 04:42 PM
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-=}WoLvErInE{=- -=}WoLvErInE{=- is offline
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did you make sure to build then save package before you complied?
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Old 05-07-2012, 05:01 PM
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LordGleedo LordGleedo is offline
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Quote:
Originally Posted by -=}WoLvErInE{=- View Post
did you make sure to build then save package before you complied?
Build the package?

How do you build a package? Sorry for being thick...

It's just a small package to go with my game mode. Does it some how need cooking?
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Old 05-07-2012, 07:48 PM
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-=}WoLvErInE{=- -=}WoLvErInE{=- is offline
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Sorry misunderstood you. if it only a package you need to save it in order for it to recognize the mesh. And i believe you need to cook the package for it to work properly on line.
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Old 05-08-2012, 01:40 AM
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LordGleedo LordGleedo is offline
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Each time I run the game I am running it published even though it's offline.

Perhaps it still needs to be cooked?

I wonder if the cook button will work for a single package without a map...

Will try when I get home.
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  #6  
Old 05-08-2012, 12:30 PM
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LordGleedo LordGleedo is offline
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Well I have no idea how the heck to cook a single package

Easy enough if you have a package to support a map as cooking the map cooks the package, but how to cook a package on it's own.......feck knows!

EDIT: Think I may have found something:
http://udn.epicgames.com/Three/ContentCooking.html

EDIT 2: Well I have cooked my package and I still get the shader cache error. I used the following command in a batch file:
rogame.exe CookPackages TOGAFreezeTagContent -platform=pc

Some TWI input would be appreciated here on command line options to use when cooking a mod (new game mode) for both client and server

Last edited by LordGleedo; 05-08-2012 at 12:53 PM.
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  This is the last developer post in this thread.   #7  
Old 05-08-2012, 02:06 PM
[TW]Swag [TW]Swag is offline
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I will have to take a closer look when I get a chance, but I think this is the same problem that we have (which has been fixed!!) in the current public SDK with using -useunpublished.

The technical problem is that in the cooked version of RO2 we are using a slightly modified version of console utilization of content streaming. Unfortunately, the code path for consoles would not allow the use of a LocalShaderCache. As I have just previously mentioned, it has been fixed but you will have to wait until the updated SDK becomes available.
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Old 05-08-2012, 02:10 PM
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LordGleedo LordGleedo is offline
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Quote:
Originally Posted by [TW]Swag View Post
I will have to take a closer look when I get a chance, but I think this is the same problem that we have (which has been fixed!!) in the current public SDK with using -useunpublished.

The technical problem is that in the cooked version of RO2 we are using a slightly modified version of console utilization of content streaming. Unfortunately, the code path for consoles would not allow the use of a LocalShaderCache. As I have just previously mentioned, it has been fixed but you will have to wait until the updated SDK becomes available.
Thank you for replying Swag - Happy to wait now I know I'm not being a thicko
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