Troubleshooting¶
Textures¶
| Problem | Fix |
|---|---|
| "Sampler type is Masks, should be Color" (or similar) | Wrong compression for the slot: set Compression / sRGB as in Texture preparation |
| Normals blotchy or too strong | NNMR: sRGB off, Compression BC7 |
| Metallic or roughness missing | NNMR imported as Normalmap: re-import as BC7, sRGB off |
| Bumps inverted on one axis | OpenGL normal map: tick Flip Normal Green? (00 Settings) |
| Metallic sheen on stone or wood | Untick Use Metallic? |
| "Height Map samples ... as Linear Grayscale" | Height texture: Compression Alpha (no sRGB, BC4 on DX11), then Apply the master |
| Texture slot turns red, refuses a texture | VT textures go only into (VT) slots, with Use Virtual Textures? on |
| "samples ... as Virtual Normal" | VT normal texture: Compression Normalmap, Maximum Texture Size 0, Apply the master |
| Frost / condensation / glass cracks blotchy, wrong bumps or "samples ... as Linear Color" | Compression BC7, sRGB off (or select them and run Tools/KurinFixTextureSettings.py) |
General¶
| Problem | Fix |
|---|---|
| A parameter does nothing | Tick its group's Use ...? checkbox |
| Height blend, puddles or parallax ignore the relief | Tick Use Height Map? and assign a Height Map |
| Use Opacity? on, nothing cut out | MI Details > Material Property Overrides > Blend Mode = Masked |
| Errors or old parameter names after an update | File > Save All, restart the editor; still there: open the master, Apply, reopen the instance |
Weather and layers¶
| Problem | Fix |
|---|---|
| Weather visible on a dry level | Weather Wetness and Weather Rain = 0, or untick Use Weather? |
| No puddles | Needs flat areas and height variation; with Puddles From Weather? off, paint them. Check with Weather Debug?, Mode 3 |
| Shore wet band in the wrong place | Weather Debug?, Mode 7; set Shore Water Level to the water Z |
| Whole mesh dry after Use Dry Mask (VC A)? | Mesh Paint: Fill channel A with 1, paint 0 only where dry |
| Distant streaks flicker | Lower Streaks Fade Distance |
| Whole VtxBlend preview flooded | Preview mesh has white vertex color: test on a painted mesh |
Masters¶
| Problem | Fix |
|---|---|
| Water: no refraction, or too strong | Master Details > Refraction Method = Pixel Normal Offset; strength = Refraction (1.2) |
| Water: no shore waves | Enable Mesh Distance Fields, raise Shore Waves Probe Height, or tick Shore Waves From Depth? |
| Foliage invisible or see-through | Put opacity in Base Color alpha, or untick Opacity From Base Color Alpha? |
| Foliage too dark | Blue holds metallic, read as AO: pack AO into NNOR blue, or untick AO From NNMR Blue? / Use AO? |
| Decal works on a mesh plane, not on a Decal Actor | Use MM_KurinAssetDecalTranslucent_01a (Deferred Decal, Translucent); actor projects along X; test with Fade Screen Size 0 |
| Decal invisible | Base Color has no alpha: add it, or untick Opacity From Base Color Alpha? |
| Screen stays black | Screen Power 1; unwrap the screen to 0..1 on TexCoord 0 |
| Interior room tilted or turned | Lay UV1 shells the same way round as UV0; turn with Interior Cube Rotation |
| Interior floor and ceiling swapped | Recapture the cubemap with Z up (Interior Cube Rotation turns only around Z) |
| Every window shows the same room | Offset each window's UV1 shell by whole tiles, or change Interior Seed |
| "Requires valid texture" on Interior / Glass Dirt maps | Default texture missing in _Core/Textures: restore it, or assign your own |
| Blocky noise or ragged holes on cracked glass | Cracks textures BC7, sRGB off; Cracks Shard Map = matching _S (01a ↔ 01a_S, 02a ↔ 02a_S) |
Landscape Blend (RVT)¶
| Problem | Fix |
|---|---|
| "GPU Crashed or D3D Device Removed" / "Material type is ... should be ..." | Set RVT_KurinLandscapeColor content back to Base Color, Normal, Roughness, Specular (RVT_KurinLandscapeHeight: World Height); Save All, restart |
| Flat green, purple or black band | RVT empty: Draw in Virtual Textures on the landscape, Create Volumes, Draw in Main Pass = Always |
| Vertical streaks on walls | Raise Landscape Blend Blur, lower Landscape Blend Height |
| Editor stutters on first RVT fill | Console r.VT.MaxUploadsPerFrame 8 |
Still stuck? See Support.