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Textures replaces by red

Posted: 05 Mar 2007, 14:02
by shedeki
Hey,

my very first tries to compile a map worked wonderfully, but at some point, any map I would compile suddenly started to turn all reddish.
Curiously the mini-map always works fine. The detail texture is also visible. Can all be seen on the screenshot.

hxxp://img141.imageshack.us/my.php?image=screen007jd9.jpg (change hxxp to http)

Any ideas? Am I making some horribly obvious noobish mistake? Did search the forum, couldn't find anything.

Thanks

oh, and of course the smd:

Code: Select all

[MAP]
{
	Description=test;
	TidalStrength=24;
	Gravity=128;
	MaxMetal=0.05;
	ExtractorRadius=128;
	MapHardness=256;
	AutoShowMetal=1;
	DetailTex=shedeki.bmp;
	
	[ATMOSPHERE]
	{

		FogColor=0.8 0.8 0.8;
		FogStart=0.9;
		CloudColor=0.9 0.9 0.9;
		SkyColor=0.1 0.15 0.5;
		SunColor=1.0 1.0 1.0;
		CloudDensity=0.55;
		MinWind=12;
		MaxWind=24;
	}
	[WATER]
	{
		WaterSurfaceColor=0.4 0.6 0.8;
		WaterPlaneColor=0.4 0.6 0.8;
		WaterBaseColor=0.4 0.6 0.8;
		WaterAbsorb=0.004 0.004 0.002;
		WaterMinColor=0.1 0.1 0.3;
		WaterDamage=20;
	}
	[LIGHT]
	{
		SunDir=0.37 0.21 1;
		GroundAmbientColor=0.8 0.8 0.8;
		GroundSunColor=1 1 1;
		GroundShadowDensity=0.8;
		UnitAmbientColor=0.3 0.3 0.3;
		UnitSunColor=0.8 0.8 0.8;
		UnitShadowDensity=0.8;
		SpecularSunColor=0.8 0.8 0.8;
	}
	[TEAM0]
	{
		StartPosX=1000;
		StartPosZ=1000;
	}
	[TEAM1]
	{
		StartPosX=7000;
		StartPosZ=7000;
	}
	[TEAM2]
	{
		StartPosX=7000;
		StartPosZ=1000;
	}
	[TEAM3]
	{
		StartPosX=1000;
		StartPosZ=7000;
	}
	[TERRAINTYPE0]
	{
		name=grass;
		hardness=1;
		tankmovespeed=0.8;
		kbotmovespeed=0.7;
		hovermovespeed=1;
		shipmovespeed=1;

	}
	[TERRAINTYPE1]
	{
		name=rock;
		hardness=2;
		tankmovespeed=1;
		kbotmovespeed=1;
		hovermovespeed=1;
		shipmovespeed=1;

	}
	[TERRAINTYPE2]
	{
		name=sand;
		hardness=0.6;
		tankmovespeed=0.5;
		kbotmovespeed=0.6;
		hovermovespeed=1;
		shipmovespeed=1;

	}
}

Posted: 05 Mar 2007, 17:26
by Neddie
I had this issue as well making a map to run on 8MB of integrated video memory with a roommate, but I have no idea, sir.

Posted: 05 Mar 2007, 19:18
by shedeki
Mine has 256MB, it's a GeForce 7900 GT. Tested it on different machines as well, same problem.

No ideas? Anyone?

Posted: 05 Mar 2007, 19:54
by zorbawic
did You rename the files after the compilation ? IIRC that might be the problem.

Posted: 05 Mar 2007, 20:39
by shedeki
zorbawic wrote:did You rename the files after the compilation ? IIRC that might be the problem.
no

Posted: 05 Mar 2007, 21:46
by Goolash_
i remember this happening to me too first time i made a map but i cant seem to recall why. Did you compile it under one name and then renamed the .smf file? i seem to remember that has something to do with renaming too...
If I'll remember I'll let you know.

Posted: 06 Mar 2007, 01:14
by shedeki
OK, so it does say "Couldnt find tile file maps/maps\SheEr.smt" in infolog.txt :oops: . Still, that doesn't really make sense to me, as the .sd7 looks perfectly fine. Creating a "maps" folder and copying the map files uncompressed into that folder, does the trick. Too bad that's no solution at all.

Posted: 06 Mar 2007, 01:38
by shedeki
... so obvious!

To answer my first question, why everything is turned red: apparently Spring paints everything red, if it can't find the .smt file.

So now, the real problem: If one is trying to be smart and uses a batch file that looks like this:

Code: Select all

mapconv.exe  -i -l -x 250 -n -26 -m C:\_spring\sheer\_metal.bmp -a C:\_spring\sheer\_height.bmp -t C:\_spring\sheer\_terrain.bmp -f C:\_spring\sheer\_feature.bmp -y C:\_spring\sheer\_type.bmp -c .5 -o maps\SheEr.smf
it will not work, as there is one "maps\" too much. It should rather look like this:

Code: Select all

mapconv.exe  -i -l -x 250 -n -26 -m C:\_spring\sheer\_metal.bmp -a C:\_spring\sheer\_height.bmp -t C:\_spring\sheer\_terrain.bmp -f C:\_spring\sheer\_feature.bmp -y C:\_spring\sheer\_type.bmp -c .5 -o SheEr.smf
Thank you guys anyway.

Posted: 06 Mar 2007, 07:52
by Forboding Angel
mapconv.exe -i -l -x 250 -n -26 -m metal.bmp -a height.bmp -t terrain.bmp -f feature.bmp -y type.bmp -c .5 -o SheEr.smf


Source files need to be in the same dir as mapconv, otherwise errors generally occur.

You can rename your smf and smd all you want, as long as they match, DO NOT RENAME THE SMT FILE!

Happy hunting.

Posted: 06 Mar 2007, 10:06
by shedeki
The source files not sharing the same directory as MapConv.exe does not seem to be a problem. Just compiled another map, works fine.

So, the .smd is the base file, the .smf is guessed by the .smds name, and the .smt is listed inside the .smf... kinda strange, isn't it? :p

Posted: 06 Mar 2007, 15:36
by Forboding Angel
THe smf is hardcoded to point to whatever filename the smt is compiled with. The smf filename can change to whatever it desires, so long as the name of the smd matches it.


Maybe, just maybe, you should try putting all the source files into the same dir as mapconv. Considering that your texture is pink, we can deduct that it did not compile fine...