Textures not being recognized

Textures not being recognized

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shadow-king
Posts: 15
Joined: 26 Jun 2009, 07:56

Textures not being recognized

Post by shadow-king »

i have a textureing problem, were instead of a custom unit being textured, it has ALL the textures on it in TINY squares. i am useing the 3d0 builder for spring, and the units i make show up and they work fine but the textures are all wrong. i just cant figure it out. what do i need to do to get the spring textures to work, and is there a way to bring old TA (or any other) textures in bulk (like the old .ufo files) so that spring will recognize them?

any help would be great thanks :mrgreen:
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Beherith
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Re: Textures not being recognized

Post by Beherith »

Seems like it got mapped to the atlas made from all the old TA textures. Unzip BA mod with 7zip and look at unittextures/tates for all the old textures.

Stand by, someone more knowledgeable will hopefully be able to answer your question.
shadow-king
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Joined: 26 Jun 2009, 07:56

Re: Textures not being recognized

Post by shadow-king »

hm ill take a look.

help or no, thanks for tryin ^_^ :mrgreen:
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Textures not being recognized

Post by Pressure Line »

remember that your 3do textures go in $modname/unittextures/tatex/ not straight in /unittextures/
shadow-king
Posts: 15
Joined: 26 Jun 2009, 07:56

Re: Textures not being recognized

Post by shadow-king »

Pressure Line wrote:remember that your 3do textures go in $modname/unittextures/tatex/ not straight in /unittextures/

sadly i have tried this and still get the same results.
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Pressure Line
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Re: Textures not being recognized

Post by Pressure Line »

do you get lines in the infolog like this:

Code: Select all

[   1132] /give inf_arifle 
[   1133] Unknown texture explauncher00
[   1133] Unknown texture explauncher00
[   1133] Giving 1 inf_arifle to team 1
although i think its probably an issue with your video card/drivers, take a peek at this thread.
shadow-king
Posts: 15
Joined: 26 Jun 2009, 07:56

Re: Textures not being recognized

Post by shadow-king »

Pressure Line wrote:do you get lines in the infolog like this:

Code: Select all

[   1132] /give inf_arifle 
[   1133] Unknown texture explauncher00
[   1133] Unknown texture explauncher00
[   1133] Giving 1 inf_arifle to team 1
although i think its probably an issue with your video card/drivers, take a peek at this thread.

yeah unknown texter, thats it. thanks for the thread ill look at it now ^_^ :mrgreen:
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Pressure Line
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Re: Textures not being recognized

Post by Pressure Line »

possibly a typo then. the 3do texture needs to have the EXACT same name as the one assigned to it.
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Beherith
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Re: Textures not being recognized

Post by Beherith »

Would you mind making a screenshot so that others can see this bug too?
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Textures not being recognized

Post by zwzsg »

Beherith: No need for screenshot. The description was very clear: It looks like that:

Image


The cause of the bug is that it misses the textures. That we said to you already. What you weren't said, is that Spring cannot read .gaf files, you have to extract the .bmp frames from the .gaf, with a tool called GafDump. Go to a website of Total Annihilation modding tools, such as FU, and download GafDump. Create a shorcut or a batchfile to GafDump.exe, so that you can run GafDump.exe with the option -b in the folder where you .gaf files are. Then move all the .bmp it created into /UnitTextures/tatex/

Also, the memory that Spring reserve for 3do texture is limited, so if you have lots of large textures for your 3do, this still won't work.

Oh and if one of your 3do texture is team colored, you must add its name (without the 00) into \UnitTextures\tatex\teamtex.txt
Pressure Line wrote:possibly a typo then. the 3do texture needs to have the EXACT same name as the one assigned to it.
Wut what? First, "3do texture" is never singular except on the shittiest units. Then same name as what? And anyway, it's not the same name, there are 00 appended. Lastly, you do not write texture names manually, so it cannot be a typo.
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Wombat
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Re: Textures not being recognized

Post by Wombat »

this looks quite epic actually :D
shadow-king
Posts: 15
Joined: 26 Jun 2009, 07:56

Re: Textures not being recognized

Post by shadow-king »

zwzsg wrote:Beherith: No need for screenshot. The description was very clear: It looks like that:

Image


The cause of the bug is that it misses the textures. That we said to you already. What you weren't said, is that Spring cannot read .gaf files, you have to extract the .bmp frames from the .gaf, with a tool called GafDump. Go to a website of Total Annihilation modding tools, such as FU, and download GafDump. Create a shorcut or a batchfile to GafDump.exe, so that you can run GafDump.exe with the option -b in the folder where you .gaf files are. Then move all the .bmp it created into /UnitTextures/tatex/

Also, the memory that Spring reserve for 3do texture is limited, so if you have lots of large textures for your 3do, this still won't work.

Oh and if one of your 3do texture is team colored, you must add its name (without the 00) into \UnitTextures\tatex\teamtex.txt
Pressure Line wrote:possibly a typo then. the 3do texture needs to have the EXACT same name as the one assigned to it.
Wut what? First, "3do texture" is never singular except on the shittiest units. Then same name as what? And anyway, it's not the same name, there are 00 appended. Lastly, you do not write texture names manually, so it cannot be a typo.


thank you SO much. ill try this asap. thank you SO MUCH again :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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Beherith
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Re: Textures not being recognized

Post by Beherith »

Thanks zw, this also cleared up alot of haze about 3do textures for me.
shadow-king
Posts: 15
Joined: 26 Jun 2009, 07:56

Re: Textures not being recognized

Post by shadow-king »

well i still have problems, but i think its cause i have to many textures. but in any case thanks so much for all the help ^_^
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zwzsg
Kernel Panic Co-Developer
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Re: Textures not being recognized

Post by zwzsg »

It's not so much the number of texture, than the total area of all 3do textures. So if your units are using super large textures, shrink them (open the .bmp and use the resize tool of your favorite image editor).
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Pressure Line
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Re: Textures not being recognized

Post by Pressure Line »

zwzsg wrote:
Pressure Line wrote:possibly a typo then. the 3do texture needs to have the EXACT same name as the one assigned to it.
Wut what? First, "3do texture" is never singular except on the shittiest units. Then same name as what? And anyway, it's not the same name, there are 00 appended. Lastly, you do not write texture names manually, so it cannot be a typo.
Poor phrasing on my part. That sentance should have read:
The 3do texture file (bmp/png/whatever) needs to have the EXACT same name as the one assigned to the face on the model.
Therefore if I assign a texture called "pressurecamo00" i need to have a texture in the /tatex/ directory called "pressurecamo00.bmp" (or whatever format I choose)
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zwzsg
Kernel Panic Co-Developer
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Re: Textures not being recognized

Post by zwzsg »

Pressure Line wrote:The 3do texture file (bmp/png/whatever) needs to have the EXACT same name as the one assigned to the face on the model.

Therefore if I assign a texture called "pressurecamo00" i need to have a texture in the /tatex/ directory called "pressurecamo00.bmp" (or whatever format I choose)
And I say: No! If your texture file in /tatex/ is called "pressurecamo00.bmp" then you need to assign to the face a texture called "pressurecamo". The 00 is the frame number, useful for animated texture (not supported by Spring) and team colored texture.
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Pressure Line
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Re: Textures not being recognized

Post by Pressure Line »

ahh, my mistake. but he is probably tryn to use a .gaf directly from what i gathered in his post.
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Argh
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Re: Textures not being recognized

Post by Argh »

IIRC, you have to rename all the BMPs from the GAF with a "00" appended before ".bmp", or they won't work correctly.

And you really want to remove all the preshading for OTA, since it's really wrong for a fully 3D engine. Use 3DOBleacher and an appropriate script to cull the high / low contrast items from the 3DOs.
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