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blocky_game: VoxelTerrain supports only stream channels "Type" or "Sdf", but 'get_used_channels_mask()' tells it's providing none of these. #76

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brettcoburn opened this issue Nov 8, 2020 · 19 comments

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@brettcoburn
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brettcoburn commented Nov 8, 2020

Node configuration warning: VoxelTerrain supports only stream channels "Type" or "Sdf", but 'get_used_channels_mask()' tells it's providing none of these.

Terrain does not render in editor or when game is run. (Not sure if this is related, maybe needs separate issue.)

To clarify, I'm running the latest build on Windows 10. The smooth terrain demo works just fine.

@73v3
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73v3 commented Nov 8, 2020

Double check there is a VoxelViewer placed as a child of the CharacterAvatar?

@brettcoburn
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Thanks, this fixed the issue with the blocky_terrain demo but blocky_game is still not generating terrain. I haven't made any other changes to the project. Anything I can check that would help to debug?

Here's a screenshot:
image

@73v3
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73v3 commented Nov 8, 2020

Have you tried Ctrl-Shift-F5 and running blocky_game/blocky_game.tscn that way?

@brettcoburn
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I was previously opening blocky_game.tscn and using F6 to run. Tried Ctrl-Shift-F5 and selecting blocky_game.tscn and the same thing happened.

Could the number of streaming tasks indicate a particular issue? When I run it the # of streaming tasks begins to climb, first slowly and then rapidly, until there are 1000s. That doesn't seem right at all.

@73v3
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73v3 commented Nov 8, 2020

When I run it, streaming tasks drops from a high of ~4600 to 0 over about 15 seconds. I don't have any further ideas, sorry. I think voxel_game might be out of sync with godot_voxel. It runs on my build but I get a ton of file errors. Perhaps try Zylann on godot Discord if he doesn't comment soon here. It is a great demo and worth the effort getting it to run.

@brettcoburn
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Thanks for testing. Yeah I figured it was just lagging behind changes in voxel_game. I'm hoping to use it as a reference for getting started on my own project, looks like a great demo.

@wacyym
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wacyym commented Nov 10, 2020

I have a same issue, whats solution of problem?

@Zylann
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Zylann commented Nov 11, 2020

That warning is buggy on generators that use a script, it is plagued with two concurrent issues, one of which I can't fix easily.

  • If the script is not tool, the warning will say it can't query the script, because without tool the script can't run logic in the editor (so it cannot know which channels that script will produce)
  • If the script is tool, in-editor preview becomes dangerous and will be turned off, so another warning will tell you why nothing shows up...

So with a script, there is always one of these two warnings. They are not errors, they just... warn you :)

Seeing a preview of the terrain in the editor is not well supported if the generator uses a script. There is an option to force it on, but it defaults to off because if Godot reloads the script while it is being used by the generation thread, Godot might crash or run into undefined behavior.

However, blocky_game should actually work when launched. If not, maybe I need to submit some local changes I made recently.
blocky_terrain should also work, and the editor preview should show up as well because it uses a non-script generator.

@brettcoburn
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I was able to get blocky_terrain working by adding a VoxelViewer as a child of the CharacterAvatar, but that didn't work with blocky_game. When running the game I do see the GUI and the sky, but no terrain. The number of streaming tasks begins to climb rapidly and never stops, unless I press the space bar in which case it drops back to zero.

If it helps, I am able to run test_generator and a small portion of terrain is generated and shown.

I'm using the Windows build that was just recommended here: #77 (comment)

I plan to explore the demos and voxelgame a bit more in depth soon, so maybe I can locate the specific problem then. I'm new to voxelgame so I don't really have my head wrapped around the different components yet.

@brettcoburn
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I made new bugs for the terrain rendering issues which are unrelated to the warning:

#78

#79

@Zylann
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Zylann commented Nov 11, 2020

The number of streaming tasks begins to climb rapidly and never stops

That's because you are falling :p

If it helps, I am able to run test_generator and a small portion of terrain is generated and shown.

This one does not use the terrain system, it uses the mesher directly for quick preview.

Blocky game works for me so I'm pretty sure I just didnt submit a small fix there. I'll check when I get the time.

@fenilli
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fenilli commented Jan 13, 2021

Any solutions, having this error and also when I try to run blocky game it stops and gives me:

Parse Error: The identifier "VoxelServer" isn't declared in the current scope.

@Zylann
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Zylann commented Jan 13, 2021

@GustavoFenilli which version of the module are you using? (if you have a prebuilt Godot, where did you get it?)

About the warning this still stands: #76 (comment)

@fenilli
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fenilli commented Jan 13, 2021

Im using the prebuilt binaries from tokisan games, version 3.2.2rc.

Maybe it is not the latest module version yet.

@Zylann
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Zylann commented Jan 13, 2021

Tokisan builds are still too old I think. VoxelServer is a recent feature. You may use a more recent build, or build yourself.

@fenilli
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fenilli commented Jan 14, 2021

After bulding my on binaries from 3.2.3 I got it to work, but only the dirt block works, making everything with it, no trees, no water, and its the only block that is placeable, any ideas on why?

@Zylann
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Zylann commented Jan 14, 2021

I'll need to check when I get the time

@wildfat
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wildfat commented May 2, 2021

Hi guys!
I have the same problem as @GustavoFenilli threded above.
I'm using Windows 3.2.3 build
And there is another problem with warning, wich was menoited above by @brettcoburn, but I can't find VoxelViewer in the project for some reason...
btw, I'm pretty new in Godot and respectively in VoxelPlugin too)
It would be great to have some advise

@Zylann
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Zylann commented May 2, 2021

@wildfat the current issue is explained here: #76 (comment)
What you describe is a different problem so it should have been posted in a different issue: #82
The demo works fine on my local copy so next time I get to push an update it will hopefully fix it.
Note that the demo has often some things broken because:

  • Sometimes the module's master branch introduces a breaking change
  • Sometimes the demo is fixed to match the module's master branch but then it breaks for people using old versions
  • Sometimes the demo works in version X, but people have a problem with version X-1 or X+1 because version X is just one of many commit versions that isnt mentionned anywhere

Usually the expectation would have been that no breaking changes would occur that often, but I don't update the demo often, and versionning the module has been a bit fuzzy lately because every fix and features has been going to master without it being considered a """complete version""", so I wonder if I shouldnt just list "official" versions and only update the demo based on these versions? At least the least effort would be to indicate in the readme which commit version was used (which will have an associated branch and CI builds).

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