Getting cubemap errors when using a script i've made.
0 replies, posted
I've been working on a function that changes the whole map into dev textures to save FPS. Most of the textures change when I run the script, but I get a error for a lot of textures.
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tileroof002a
env_cubemap used on world geometry without rebuilding map. . ignoring: brick/brickwall014b
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor005a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor010b
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor011a_c17
env_cubemap used on world geometry without rebuilding map. . ignoring: building_template/building_template003e
env_cubemap used on world geometry without rebuilding map. . ignoring: building_template/building_template013b
env_cubemap used on world geometry without rebuilding map. . ignoring: storefront_template/storefront_template001c
env_cubemap used on world geometry without rebuilding map. . ignoring: storefront_template/storefront_template001a
env_cubemap used on world geometry without rebuilding map. . ignoring: building_template/building_template003d
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metaldoor042a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metaldoor043a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metaldoor046a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metaldoor059a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor007a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor007b
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor014a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor032a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor045a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor045b
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor048a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/wooddoor048b
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof005a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof006a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor006a
Here is the code that changes the materials.
function eag.GridWorld()
if(eag_gridwld:GetBool())then
local orange = Material("dev/dev_measuregeneric01")
local grey = Material("dev/dev_measuregeneric01b")
local door = Material("dev/dev_measuredoor01")
local wall = Material("dev/dev_measurewall01d")
local envm = Material("models/debug/debugwhite")
--Grass
for k, v in pairs(Grass)do
if not (type(v) == "IMaterial") then continue end
Grass[k]:SetTexture("$basetexture", orange:GetTexture"$basetexture")
Grass[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Brick
for k, v in pairs(Brick)do
if not (type(v) == "IMaterial") then continue end
Brick[k]:SetTexture("$basetexture", orange:GetTexture"$basetexture")
Brick[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Stone
for k, v in pairs(Stone)do
if not (type(v) == "IMaterial") then continue end
Stone[k]:SetTexture("$basetexture", grey:GetTexture"$basetexture")
Stone[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Wall
for k, v in pairs(Wall)do
if not (type(v) == "IMaterial") then continue end
Wall[k]:SetTexture("$basetexture", wall:GetTexture"$basetexture")
Wall[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Door
for k, v in pairs(Door)do
if not (type(v) == "IMaterial") then continue end
Door[k]:SetTexture("$basetexture", door:GetTexture"$basetexture")
Door[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Metal
for k, v in pairs(Metal)do
if not (type(v) == "IMaterial") then continue end
Metal[k]:SetTexture("$basetexture", grey:GetTexture"$basetexture")
Metal[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Wood
for k, v in pairs(Wood)do
if not (type(v) == "IMaterial") then continue end
Wood[k]:SetTexture("$basetexture", orange:GetTexture"$basetexture")
Wood[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Snow
for k, v in pairs(Snow)do
if not (type(v) == "IMaterial") then continue end
Snow[k]:SetTexture("$basetexture", grey:GetTexture"$basetexture")
Snow[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Tile
for k, v in pairs(Tile)do
if not (type(v) == "IMaterial") then continue end
Tile[k]:SetTexture("$basetexture", orange:GetTexture"$basetexture")
Tile[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
--Plaster
for k, v in pairs(Plaster)do
if not (type(v) == "IMaterial") then continue end
Plaster[k]:SetTexture("$basetexture", orange:GetTexture"$basetexture")
Plaster[k]:SetTexture("$envmap", envm:GetTexture"$envmap")
end
end
end
I've been trying to manually set the envmap (as you can see in the code) but I'm still getting the errors and have now ran out of solutions. Help please?
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