Bob's problems with a new ship. (Now a texture issue!)
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Post up your .cmp and.mat and let’s see if we can help spot it.
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Ya. That’s a .mat problem.
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Here’s the whole folder.
(Attached)EDIT: It occurs to me, unless my hardpointing broke t somehow… I haven’t edited the mat at all, so t could be an issue with Kuze’s upload of it.
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Yep, it’s fine in HardCMP, I agree.
Apparently not in game, though.Oh right, I was gonna test one of the other ones, one that others had used already.
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.cmp checks out.
.mat checks out.
(by checks out I mean naming is correct)Texture don’t check out. I was unable to both open them as a .dds or a .tga in adobe CS4. After exporting via .cmp importer I was unable to import back into milkshape…this is odd because they work both in hardcmp and UTFEditor.
Did you do any editing to the textures?
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As mentioned, no, I did’t do anything but hardpoint the cmp.
I just tried the merchantman freighter from the same pack, and it worked fine, no problems at all.
Kuze, is there a possibility the mat you created got corrupted somehow before upload?
I realise it’s not a huge priority, but I’m a big fan of the CAV and was planning to use it for FL10K (Was checking it out before I approached you for permission )
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The textures in the CAV’s MAT are in JPG format. For FL, it has to be DDS or TGA, but HardCMP is a bit less picky. This is why you’re having problems.
Now, here’s what you can do. Extract all the textures using the UTF editor. You’ll save them one at a time. Once that’s done, delete the MIP0 node that it’s attached to, then put the node back in by creating a new node and renaming it to MIP0 (or MIPS if MIP0 doesn’t work for some reason. I’m not sure what the difference is.)
Next, open the textures in your editor of choice and save them as TGA or DDS. I suggest DDS, as TGA takes up loads more space. The DDS needs to have one-channel alpha (DXT1 if you’re using Paint.net) or it won’t work.
Finally, import the newly saved DDS or TGA files into the MAT’s now empty MIP0 nodes. If all went well, you should be good to go.
EDIT: Or, you could just use the textures that Kuze uploaded in his last post.
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Thanks heaps guys!
I tried what Morgan suggested, using the textures provided by Kuze, but now I get a different error.
WARNING:General:failed to load ‘cav_hull01.tga’
WARNING:General:failed to load ‘cav_hull02.tga’
WARNING:General:failed to load ‘cav_hull03.tga’
WARNING:General:failed to load ‘cav_hull04.tga’
WARNING:General:failed to load ‘cav_grill.tga’
WARNING:General:failed to load ‘cav_light.tga’Same thing happens when I rename those nodes to .dds instead of .tga
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Try this one
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Ah, that works, thanks!
EDIT: But… It’s huge.
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Capt.Morgan wrote:
The textures in the CAV’s MAT are in JPG format. For FL, it has to be DDS or TGA, but HardCMP is a bit less picky. This is why you’re having problems.Now, here’s what you can do. Extract all the textures using the UTF editor. You’ll save them one at a time. Once that’s done, delete the MIP0 node that it’s attached to, then put the node back in by creating a new node and renaming it to MIP0 (or MIPS if MIP0 doesn’t work for some reason. I’m not sure what the difference is.)…
MIP0 to MIP8 = TGA textures.
MIPS = DDS Texture. MIP Maps can be included inside this node, it is an option of the DDS exporter for Photoshop, and may also be in the exporters for GIMP and PAINT.NET too.No need to delete the MIP0 node - you can rename it to MIPS when needed, just import your new dds texture into the same node and rename it MIPS…
But if you do this and there are MIP1 or more nodes - can be up to MIP8 - then you must delete these, they are not needed.