• Getting cubemap errors when using a script i've made.
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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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