1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.30 Bug Reporting thread
    Solutions and more information may already be available.

black terrain on linux as of 0.24

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by lellolillili, Dec 3, 2021.

  1. lellolillili

    lellolillili
    Expand Collapse

    Joined:
    Nov 29, 2021
    Messages:
    128
    I realize linux is not supported, but I just wanted to flag that the big 'theTerrain' object (i.e., the ground) in some of the maps is now black (utah, jungle, small island...), as of the update to 0.24.

    If anyone has a fix please let me know!
     
    • Agree Agree x 1
  2. cookingboss888

    cookingboss888
    Expand Collapse

    Joined:
    Dec 3, 2021
    Messages:
    2
    I have the same issue
     
    • Like Like x 1
  3. qlmaX5

    qlmaX5
    Expand Collapse

    Joined:
    Jun 19, 2015
    Messages:
    1
    I can also confirm this bug through Proton. It seems to only be the case with the maps updated with PBR - Small Island, Utah, and Jungle Rock Island (though it's less noticeable because of the foliage). Maybe I'm off base, but because it *seems* like PBR works elsewhere I'd guess that it's an issue with the textures not loading rather than the rendering glitching. Why it's a Proton-specific issue, I couldn't say.

    (Linux Mint 20.2, RX 480 8GB, open-source drivers)
     
    • Like Like x 1
  4. lellolillili

    lellolillili
    Expand Collapse

    Joined:
    Nov 29, 2021
    Messages:
    128
    yes there's something going wrong in 'main.materials.json', for example in small island the problem is in

    "SmallIslandTerrainTextureSet": {
    "class": "TerrainMaterialTextureSet",
    "name":"SmallIslandTerrainTextureSet",
    "persistentId": "ac348aaa-081f-4d49-92db-d79fdfad5f80",
    "baseTexSize" : [ 2048, 2048 ],
    "macroTexSize" : [ 1024, 1024 ],
    "detailTexSize" : [ 1024, 1024 ]
     
  5. hacker420

    hacker420
    Expand Collapse

    Joined:
    Dec 29, 2017
    Messages:
    862
    Same thing here with a 5700 XT and Manjaro Linux (testing branch)
     
    • Like Like x 1
  6. snoutie

    snoutie
    Expand Collapse

    Joined:
    Dec 3, 2021
    Messages:
    12
    same for me

    This is what i know so far:
    When loading Utah or Jungle Rock Island the game tries to access a folder (temp/art/terrainMaterialCache/) which does not exist.

    > Texture[/temp/art/terrainMaterialCache/8BD5ED9AED1E814E.dds] started importing
    > Failed to generate mipmaps 0x-7ff8ffa9 for /temp/art/terrainMaterialCache/8BD5ED9AED1E814E.dds


    When creating the folder manually, it's populated by .dds files when loading above mentioned maps
    Those .dds files look like this:
    importfailed.png

    After creating the folders manually I additionally get this error:
    > Terrain material [Grass3] use texture [/temp/art/terrainMaterialCache/C0CF155F0157D450.dds] that dont match size of [2048,2048] declared in TerrainMaterialTexture
    Set named [UtahTerrainTextureSet]


    UthaTerrainTextureSet is the texture set for the terrain seen in the Level Editor

    Removing registry entries for anything related to dds inside the wine prefix (/284160/pfx/system.reg) doesn't have any effect.

    Setting the UtahTerrainTextureSet to 1024 x 1024 in the Level Editor throws this error instead:
    > Terrain material [Grass3] use texture [/temp/art/terrainMaterialCache/C0CF155F0157D450.dds] that dont match size of [1024,1024] declared in TerrainMaterialTexture
    Set named [UtahTerrainTextureSet]
    Additionally to making the black terrain brown under certain circumstances.
     
    #6 snoutie, Dec 3, 2021
    Last edited: Dec 4, 2021
  7. snoutie

    snoutie
    Expand Collapse

    Joined:
    Dec 3, 2021
    Messages:
    12
    Just got the terrain working again - I don't have a solution though.
    upload_2021-12-4_21-2-15.png

    I replaced the .dds files in the /temp/art/terrainMaterialCache/ folder with .dds files that were generated on Windows.

    My suspicion is that BeamNG wants to convert Textures to .dds but Wine does not know how to, so the conversion fails (missing dependencies?)
    When the conversion fails BeamNG defaults to the import failed .dds shown earlier

    Thanks to Bauer33333 for providing the pre-generated .dds files
    --- Post updated ---
    Here's a temporary fix:
    https://github.com/SnoutBug/BeamNG_terrainMaterialCache
     
    #7 snoutie, Dec 4, 2021
    Last edited: Jan 8, 2022
    • Like Like x 2
  8. lellolillili

    lellolillili
    Expand Collapse

    Joined:
    Nov 29, 2021
    Messages:
    128
    That's great, thank you so much. Hopefully we'll find the wine fix soon
     
    #8 lellolillili, Dec 4, 2021
    Last edited: Dec 6, 2021
  9. thomatoes50

    thomatoes50
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 31, 2013
    Messages:
    722
    Wine is not officially supported.
    Next week when i have time i will take a look if we can implement a workaround on our side.
    I will try to get back to you when i have more information
     
    • Like Like x 5
  10. MagentaPuppy

    MagentaPuppy
    Expand Collapse

    Joined:
    Dec 10, 2021
    Messages:
    4
    this is also an issue for me

    (rx 580 linux mint 20.2)
     
  11. JoLi

    JoLi
    Expand Collapse

    Joined:
    Oct 12, 2020
    Messages:
    242
    Same issue here,

    (rx6700xt mesa-git 22.0.0_devel.147648.268fc8e5c17-1 , i7 4790k, Garuda Linux 5.15.7-zen1-1-zen, multiple (including 6.21 and 6.23) wine/proton including proton-ge/wine-ge tested)
     
  12. thomatoes50

    thomatoes50
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 31, 2013
    Messages:
    722
    so we use a library called DirectXTex and this use a windows component called WIC (windowscodec.dll)
    since vista it's included with os. Winetricks has a script to install it.
    It still doesn't work, it may be too outdated.
    I tried workaround but it didn't work either.
     
    • Like Like x 3
  13. MagentaPuppy

    MagentaPuppy
    Expand Collapse

    Joined:
    Dec 10, 2021
    Messages:
    4
    thanks for trying, i guess it's an issue that only proton can fix then
     
    • Agree Agree x 1
  14. EdvinasJ

    EdvinasJ
    Expand Collapse

    Joined:
    Feb 12, 2017
    Messages:
    33
    does it mean that the Vulkan version relies on DirectX components?
     
  15. lellolillili

    lellolillili
    Expand Collapse

    Joined:
    Nov 29, 2021
    Messages:
    128
    Honestly I can't even run the game in vulkan mode (from the advanced launch options), so I'm not even sure what's up with that.

    And if I run the game via proton tricks instead of steam I get halved framerates.

    Plus, the game migrates from version 0000 every time I start the game, but apparently I'm the only one.
     
  16. EdvinasJ

    EdvinasJ
    Expand Collapse

    Joined:
    Feb 12, 2017
    Messages:
    33
    Same. It got fixed after a few updates on 0.22 and 0.23. Seems it likes to come back after every bigger update.
     
  17. JoLi

    JoLi
    Expand Collapse

    Joined:
    Oct 12, 2020
    Messages:
    242
    No you aren't, I had this issue, too, somehow I got rid of it but I don't know how anymore, sorry
    As I just read, could also be that some update just fixed it for me
    --- Post updated ---
    The Black Terrain Issue is still present in 0.24.1, sadly :(
     
  18. thomatoes50

    thomatoes50
    Expand Collapse
    BeamNG Team

    Joined:
    Jan 31, 2013
    Messages:
    722
    this is just the name of the library.
    https://github.com/microsoft/DirectXTex
    it uses windows component (WIC)
    it won't use directx, we disabled GPU acceleration cause the game already using it
     
  19. lellolillili

    lellolillili
    Expand Collapse

    Joined:
    Nov 29, 2021
    Messages:
    128
    For the black terrain issue, snoutie's fix above worked for me.

    I didn't say but I actually did fix the version checking issue by just commenting out the body of the function responsible for it in modmanager.lua. It's just really really hacky and it's gonna show up again at every update
     
  20. EdvinasJ

    EdvinasJ
    Expand Collapse

    Joined:
    Feb 12, 2017
    Messages:
    33
    Perhaps it would be possible to skip the "migration process" if version is detected as 0.0.0.0? such number means that version detection failed anyways...
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice