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Hello everyone. I was fixing my sceneries past 3 days and I needed to sort my materials since they somehow got bugged, but as of now, the creation of the asset group works nicely, but the creation of a new Material Asset DOES NOT.
It loads random images from the same folder most of times. Selecting a material might (80%) end up in it loading another image instead of the one chosen.
This happens randomly, and it's consistent upon asset group re-creation.
it doesn't seem to be image related, since I had the same result with the old images and new ones, I also did re-export them with Photoshop and rename them. I also tried to just print-screen the image and paste it in a brand new one to avoid meta-data porting, but the result doesn't change. It seems pretty random as shown in the video attached here.
https://www.loom.com/share/26e39ffa6a80465c9ae4a67fcc089af2
Also, as seen in this image, you can notice how:
-File size is 0.00MB
-The file Name is CORRECT and pointing to a "keep clear" writing image, as specified by the image tooltip
-The loaded file is totally wrong.
I also checked the .FLAGS file of my materials. Even though they show wrong, they're pointing to the right PNG file! And no, compiling doesn't help (And doesn't output errors)
This is the .FLAG file related to a "non working" texture. Should be a grass texture but it shows as an Up Arrow.
<Material Version="1.4.0" Name="grass-alpha" Guid="{AE2B2D4A-6080-44B6-A8A8-414660EC4B10}" SurfaceType="GRASS" Type="CODE_DIFFUSE" Metal="0.000000" Rough="0.000000" Opacity="1.000000" BlendMode="Transparent">
<TagList/>
<FlagList/>
<TextureList>
<Texture FileName="textures\grass-alpha.png" Binding="MTL_BITMAP_DECAL0"/>
</TextureList>
<Attributes>
<Diffuse Red="1.000000" Green="1.000000" Blue="1.000000"/>
<Emissive Red="0.000000" Green="0.000000" Blue="0.000000"/>
<UVOffset U="0.000000" V="0.000000"/>
<UVScale U="1.000000" V="1.000000"/>
<UVRotate>0.000000</UVRotate>
</Attributes>
</Material>
The texture points to the right .png file
Any help would be appreciated
It loads random images from the same folder most of times. Selecting a material might (80%) end up in it loading another image instead of the one chosen.
This happens randomly, and it's consistent upon asset group re-creation.
it doesn't seem to be image related, since I had the same result with the old images and new ones, I also did re-export them with Photoshop and rename them. I also tried to just print-screen the image and paste it in a brand new one to avoid meta-data porting, but the result doesn't change. It seems pretty random as shown in the video attached here.
https://www.loom.com/share/26e39ffa6a80465c9ae4a67fcc089af2
Also, as seen in this image, you can notice how:
-File size is 0.00MB
-The file Name is CORRECT and pointing to a "keep clear" writing image, as specified by the image tooltip
-The loaded file is totally wrong.
I also checked the .FLAGS file of my materials. Even though they show wrong, they're pointing to the right PNG file! And no, compiling doesn't help (And doesn't output errors)
This is the .FLAG file related to a "non working" texture. Should be a grass texture but it shows as an Up Arrow.
<Material Version="1.4.0" Name="grass-alpha" Guid="{AE2B2D4A-6080-44B6-A8A8-414660EC4B10}" SurfaceType="GRASS" Type="CODE_DIFFUSE" Metal="0.000000" Rough="0.000000" Opacity="1.000000" BlendMode="Transparent">
<TagList/>
<FlagList/>
<TextureList>
<Texture FileName="textures\grass-alpha.png" Binding="MTL_BITMAP_DECAL0"/>
</TextureList>
<Attributes>
<Diffuse Red="1.000000" Green="1.000000" Blue="1.000000"/>
<Emissive Red="0.000000" Green="0.000000" Blue="0.000000"/>
<UVOffset U="0.000000" V="0.000000"/>
<UVScale U="1.000000" V="1.000000"/>
<UVRotate>0.000000</UVRotate>
</Attributes>
</Material>
The texture points to the right .png file
Any help would be appreciated