More shader problems

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More shader problems

Unread postby thebigroyboyski » Tue Aug 02, 2016 3:52 pm

I seem to have run into an issue when trying to export my .IGS in the blueprint editor.
I made a texture change to my model but now when I go to export I get this error,
Screengrab.jpg


How can I find what part of the model is still using TexDiff?
In 3DCrafters material manager everything is either using TrainBumpSpec.fx or TrainBasicObjectDiffuse.fx
I had the model and shaders working fine until I made a small texture change !*hp*!

Cheers
Roy
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Re: More shader problems

Unread postby jpetersjr » Wed Aug 03, 2016 7:29 am

It's saying you have a texture with a shader field without the proper thing written out, such as TrainSpecEnv for a shiny texture. Try re-texturing it and make sure all of your texture shader fields are filled. TexDiff only shows its face when something hasn't been filled and is left blank, then it will automatically insert TexDiff into that field when something is blank.


Re-texturing it is the only remedy I know of, hopefully this should take care of the problem.
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Re: More shader problems

Unread postby thebigroyboyski » Wed Aug 03, 2016 12:20 pm

That would make sense Jon.
The wheel tread I re textured does have 96 faces per wheel and part of the colour was very similar to the old colour so I've probably not noticed a missed face.
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Re: More shader problems

Unread postby mrennie » Wed Aug 03, 2016 1:30 pm

Here's a little trick I use for finding untextured faces:

Make a copy of the object you think might have untextured faces and make sure the copy is the only object showing in the scene.
Select one of the textured faces (so that it's highlighted in yellow).
Right click and choose Select -> by Material. That will highlight all the faces that use that same material (same shader and texture files).
Delete the highlighted faces.
Repeat until all you can see are the untextured faces.

Quite often, that untextured face is just a line, i.e. a face made of only two points (yeah, it happens even to me, no matter how careful I am), that really needs to be deleted. When you've used the same material to texture the whole object, but some of these bogus faces (or maybe just hidden faces) are left and you want to delete them all, you can select all the textured faces, copy and paste them all in one go, which will actually create a copy of the object but keeping only the textured faces, and then delete the original object.
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Re: More shader problems

Unread postby thebigroyboyski » Wed Aug 03, 2016 5:17 pm

Thanks for the tip Mike.
Photoshop was annoying me so the pc has been shut down for tonight.
I'll give that a try as I still couldn't find the face tonight.
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Re: More shader problems

Unread postby GreatNortherner » Sat Aug 06, 2016 8:21 am

Also don't forget the "Material Manager" plug-in in 3DC, which you can use to edit masses of texture slots, shaders and more (basically all the material properties for the whole scene in one neat window, with several options to select and de-select all or some of them and very helpful selection operations like "select all idential" or "select all different").

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Re: More shader problems

Unread postby thebigroyboyski » Sat Sep 03, 2016 11:43 am

A small update,
After spending a few hours going over the whole model using Mike's technique I finally found a tiny face that had a spelling mistake in it's shader box.
Oddly in a part of the model I hadn't touched but all shaders are finally working :D
Summer has finally gone so i'll be getting started on this again shortly.
Thanks again for your help Jon, Mike and Michael.
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