diff --git a/Engine/source/materials/materialDefinition.cpp b/Engine/source/materials/materialDefinition.cpp index 7b3d2c7de..4204dfe63 100644 --- a/Engine/source/materials/materialDefinition.cpp +++ b/Engine/source/materials/materialDefinition.cpp @@ -229,6 +229,9 @@ Material::Material() dMemset(mEffectColor, 0, sizeof(mEffectColor)); + mEffectColor[0] = LinearColorF::WHITE; + mEffectColor[1] = LinearColorF::WHITE; + mFootstepSoundId = -1; mImpactSoundId = -1; mImpactFXIndex = -1; INIT_ASSET(CustomFootstepSound); diff --git a/Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrainMaterial.tscript b/Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrainMaterial.tscript index c9c9ba83d..8df0a1fa3 100644 --- a/Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrainMaterial.tscript +++ b/Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrainMaterial.tscript @@ -32,7 +32,7 @@ function AssetBrowser::createTerrainMaterialAsset(%this) %fxMatDef = new Material("TerrainFX_" @ %assetName) { - mapTo = %assetName; + mapTo = %moduleName @ ":" @ %assetName; footstepSoundId = 0; terrainMaterials = "1"; ShowDust = "1"; diff --git a/Templates/BaseGame/game/tools/projectImporter/importers/pre40/T3Dpre4ProjectImporter.tscript b/Templates/BaseGame/game/tools/projectImporter/importers/pre40/T3Dpre4ProjectImporter.tscript index 7c50130b2..798d2be01 100644 --- a/Templates/BaseGame/game/tools/projectImporter/importers/pre40/T3Dpre4ProjectImporter.tscript +++ b/Templates/BaseGame/game/tools/projectImporter/importers/pre40/T3Dpre4ProjectImporter.tscript @@ -1203,7 +1203,7 @@ function T3Dpre4ProjectImporter::processTerrainMaterialObject(%this, %fileObject { %fxMatObj = getField(%fxMatList, %i); %fxMatObjMapTo = findObjectField(%fxMatObj, "mapTo"); - if(%fxMatObjMapTo $= %objectName) + if(%fxMatObjMapTo $= %objectName || %fxMatObjMapTo $= %assetName) { %fileObject.FXMaterial = %fxMatObj; break; @@ -1215,7 +1215,7 @@ function T3Dpre4ProjectImporter::processTerrainMaterialObject(%this, %fileObject if(%fileObject.FXMaterial !$= "") { //Ensure our mapto is up to date for any name sanitize/tweaks - setObjectField(%fileObject.FXMaterial, "mapTo", %objectName); + setObjectField(%fileObject.FXMaterial, "mapTo", %moduleName @ ":" @ %assetName); //we associated to an FX material, so process that now %objectDefinition = ""; @@ -1249,7 +1249,7 @@ function T3Dpre4ProjectImporter::processTerrainMaterialObject(%this, %fileObject //if after all that we still have no FXMaterial, just create a new one %fxMat = new Material("TerrainFX_" @ %objectName) { - mapTo = %objectName; + mapTo = %moduleName @ ":" @ %assetName; }; %asset.add(%fxMat); } diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainMaterialDlg.ed.tscript b/Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainMaterialDlg.ed.tscript index e5fd3d27a..1eb7af85d 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainMaterialDlg.ed.tscript +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/interfaces/terrainMaterialDlg.ed.tscript @@ -603,7 +603,7 @@ function TerrainMaterialDlg::prepSaveDirtyMaterial(%this, %material) if(!isObject(%fxMat)) { %fxMat = new Material("TerrainFX_" @ %assetDef.assetName){ - mapTo = %assetDef.assetName; + mapTo = %material.internalName; }; %assetDef.add(%fxMat);