Help with .txm textures
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Hello all,
In my travels into the world of .ALE files I have run into a problem.
The problem I’m having is that I’m trying to create a new 1024x1024 texture for one of my effects, but when I import the image (which is saved as a .tga file and made in Paintshop Pro 9) into the MIP0 section of small-flare in sarma.txm (using UTF Editor v1.4), and boot Freelancer up, it crashes just before it’s about to load the menu.I looked at FlSpit and get no error message at all.
I haven’t made any new references in .ini files to it, the only references are those that were already in FL.
The image, when saved as a *.tga file is 1.10MB.
Any help is very much appreciated, and if you need any more information say so and I’ll try and do my best to oblige.
Cheers,
Avenger -
Well, I’ve managed to get past the CTD issue by just resizing the picture canvas from the stock FL size (something like 32x32 or 64x64 from memory) to 1024x1024, but now I can’t seem to get the texture to actually display properly in-game.
The texture displayed in-game appears to still be the stock texture from sarma.txm.
I"m gonna look into a possible maximum size issue, both in file size and texture size.
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Are you making a completely new ALE effect? or
Are you only >replacing< the small-flare MIP0 data with your imported targa? -If so, are you ensuring it is uncompressed tga? How many bits are you exporting it at?
This texture is used in maaaany effects, including those appearing behind the start up menu (the scene animation that plays out, with animated planets, etc), so if anything’s wrong with that texture at least you know it quickly lol.
As for size, I believe FL supports up to 2048x2048, but that also depends on your graphics card. I wouldn’t use anything over 512 for an effect tho, unless it has reeal low particle count for the section using it.
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Well, I’m making a completely new ALE effect, but I’m only replacing the MIP0 data with my imported targa. From what the image information in Paintshop says it should be exporting at 24bits, and 16 million colours.
“Pixel Depth/Colours: 24/16 million” is what is said in the image information.
I’ll try just with a 512x512 texture attempt now.
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Well, when you replace a texture, you need to replace all of the MIP textures. If not once it clicks over to MIP1 you will see the original texture. Second, FL uses 32 bit textures, not 24 bit. You will need to add an alpha channel. Even if FL does show the texture, it won’t be see-thru without the alpha channel.