SLE 118 Ross Tessera university tut

HI,

I have we write the script for the experimental purpose and to learn. from the below Tessera link from ross U. have done the same scripts and replicate the code on both said script events. but how ever its not working for me although its compiler is not showing any error. looking forward to se some help what i have missed in script.

CODE Written as per video watching.

'file location
dim dirOBJ as xpTextObject
dim filepath as string

'file format
dim format as xpTextObject

'object/material/shader
dim obj as xpBaseObject
dim mat as xpMaterial
dim sha as xpBaseShader

'team code
dim code as xpTextObject

'************************************************************************
self.GetObjectByName(“DIRECTORY”, dirOBJ)
filepath = self.Project.ProjectPath & "images\logos" & dirOBJ.Text & ""

'set file format
self.GetObjectByName(“FILE FORMAT”, format)

'************************************
'start setting home materials
'************************************

'find home clubcode
self.GetObjectByName(“H CLUBDODE”, code)

'set home logo
self.GetObjectByName(“H LOGO”, obj)
obj.GetMaterial(0,mat)
mat.GetShader(0,sha)
sha.FileName = filepath + code.Text + “_Logo” + format.Text

'set home primary
self.GetObjectByName(“H PRIMARY”, obj)
obj.GetMaterial(0,mat)
mat.GetShader(0,sha)
sha.FileName = filepath + code.Text + “_Primary” + format.Text

'set home secondary
self.GetObjectByName(“H SECONDARY”, obj)
obj.GetMaterial(0,mat)
mat.GetShader(0,sha)
sha.FileName = filepath + code.Text + “_Secondary” + format.Text


Or some one else have this kind of project do share.

In the layout screenshot the text object is named “H CLUBCODE” but that value never gets passed down to the other script bits because of a typo:

self.GetObjectByName(“H CLUBDODE”, code)

Syntax is otherwise fine so it compiles without error. Sometimes it’s the little things…

Ive correct that one already. But thats not working after all

Sent from my iPhone

Bit hard to see from here but any chance the “format” text object is set to PNG. ? The dot should be on the left, like .PNG

Otherwise you have the “generic” subfolder created and the png files for the logo and the colours are named appropriately etc?

Is the debug monitor active (must be set in preferences menu) and any errors showing up there?

No i didn’t chk it on dbug window.
And yes i was facing an issue for the format text but that donst rectified. When ever i am writing .PNG in text box it will appeared flip on render like PNG. Looking for solving this issue ass well. Setup the text language but ?
Any how here is the downloadable link hope you can check debug it.
Project xpn:https://mega.nz/file/epxEhYRZ#xeh5Eqn61CTzu_z33PqzSnjETK1KBAN02tkkYjPDj3s

Sent from my iPhone

It’s done. however, I have tried to get help from my brother. We have tried a lot of things. but we are unable to find the set path.

Now it’s working suddenly in the same way as the ghost effect. In addition, I’ve placed a label for testing purposes.

I recommend activating your debug window and putting some debug messages in your script.

Scripting without debug window is driving with your eyes closed.

Yes, I have enabled the debug monitor. the way I am checking the scene is wrong. I’ve checked the scene in layout without re-loading the scene.

now its cleared how to preview in layout and in Sequencer.

You can add your own debug messages like this;

engine.debugmonitor(“message here”, 0)

Placing these in your code can help you find where it might be breaking and stopping.

thanks for the suggestion. But inddnt find any engine.debugmonitor syntex. esle engine.debugmessage

and where it will display the message ?

My bad I was doing it from my head and I was thinking Monitor while writing the reply to it’s; engine.DebugMessage