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#1
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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. The material is very simple: ![]() Any help appreciated
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#2
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did you make sure to build then save package before you complied?
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![]() WIP Maps: Bridge - Farm - Kriegszeit - Wake Island + IC:V Maps |
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#3
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Quote:
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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#4
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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.
__________________
![]() WIP Maps: Bridge - Farm - Kriegszeit - Wake Island + IC:V Maps |
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#5
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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
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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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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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#8
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Quote:
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