Bob's problems with a new ship. (Now a texture issue!)
-
/facepalm
Worked it out.
Cookie if you find it.EDIT: Okay, now the thing appears untextured and crashes when I go to buy it.
-
<data file=ādata\ships\shiparch.iniā method=āappendā><source>
[Ship]
ids_name = 0
ids_info = 66567
ids_info1 = 0
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = li_elite</data>while
<data file=ādata\equipment\goods.iniā method=āappendā><source>
[Good]
nickname = CAV_hull
category = shiphull
ship = CAV
price = 1
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db</data>I would strongly advise only using normal power plants/engines etc and keeping a ships āpackageā as engine/power/scanner until youāve launched it the first time.
Then go back and add other stuff - as in the event something is wrong it narrows down the list of potential issues. If still wish issues, you can remove all hardpoint declarations in the shiparch (un-necessary at first) too.p.s. I have NO clue as to what it is when you āworked it outā - state what the issue you āworked outā was so people donāt find the same issue and stop looking!!! Iāve no idea if Iāve spotted what you did - and so I stopped looking at that point.
I also have no idea about cmpās etc, so meh. -
Yeah, youāre right, sorry.
But that was it.Also, putting normal engine and plant fixed the crash. Thanks!
Iāve still got no texture, though.
-
Bobthemanofsteel wrote:
Yeah, youāre right, sorry.
But that was it.Also, putting normal engine and plant fixed the crash. Thanks!
Iāve still got no texture, though.
Well, itās a start. The reason your power plant and engine crashed was this:
addon = CAV_engine_01, internal, 1
addon = CAV_power01, internal, 1Youāve actually nicknamed them:
<data file=ādata\equipment\engine_equip.iniā method=āappendā><source>
[Engine]
nickname = CAV_engine</data>and
<data file=ādata\equipment\misc_equip.iniā method=āappendā><source>
[Power]
nickname = CAV_power</data> -
Gah, right.
Stupid mistake, thanks Chips.And Kuze, I wish I could answer that question xD
It was my first time hardpointing ever, so I can only hope I did it right.But should the hardpoints have any correlation to the textures at all?
-
Is your .mat filename the same as the .cmp filename? It should be, also the .sur filename should be the same, and all should be in the same folder. Actually you can have the .mat file in another folder but I put them together if there is only 1 ship using these textures.
You must name the .mat and .cmp paths and filenames in shiparch.ini - but not the .sur, this is automatically looked for in the .cmp fileās folder.
e.g.:
DA_archetype = SHIPS\LIBERTY\li_elite\li_elite.cmp
material_library = SHIPS\LIBERTY\li_elite\li_elite.mator
DA_archetype = SHIPS\LIBERTY\li_elite\li_elite.cmp
material_library = SHIPS\LIBERTY\li_playerships.matIf you changed material names in the .cmp file then you should export a new .mat file to be correct otherwise the textures will not be found.
If everything is OK, the cause of the blank (white) ship has been the detail resolution slider being too low in the game Options.
-
It all checks out ST. There doesnāt appear to be a .sur file though. :S
However,
I have discovered the wonders of the spew;WARNING:General:create_texture: D3DERR_INVALIDCALL WARNING:General:load_tga_mips: cav_hull01.tga: failed to create texture! WARNING:General:load_tga_mips: cav_hull01.tga: mip invalid! WARNING:General:failed to load ācav_hull01.tgaā WARNING:General:create_texture: D3DERR_INVALIDCALL WARNING:General:load_tga_mips: cav_hull02.tga: failed to create texture! WARNING:General:load_tga_mips: cav_hull02.tga: mip invalid! WARNING:General:failed to load ācav_hull02.tgaā WARNING:General:create_texture: D3DERR_INVALIDCALL WARNING:General:load_tga_mips: cav_hull03.tga: failed to create texture! WARNING:General:load_tga_mips: cav_hull03.tga: mip invalid! WARNING:General:failed to load ācav_hull03.tgaā WARNING:General:create_texture: D3DERR_INVALIDCALL WARNING:General:load_tga_mips: cav_hull04.tga: failed to create texture! WARNING:General:load_tga_mips: cav_hull04.tga: mip invalid! WARNING:General:failed to load ācav_hull04.tgaā WARNING:General:create_texture: D3DERR_INVALIDCALL WARNING:General:load_tga_mips: cav_grill.tga: failed to create texture! WARNING:General:load_tga_mips: cav_grill.tga: mip invalid! WARNING:General:failed to load ācav_grill.tgaā WARNING:General:create_texture: D3DERR_INVALIDCALL WARNING:General:load_tga_mips: cav_light.tga: failed to create texture! WARNING:General:load_tga_mips: cav_light.tga: mip invalid! WARNING:General:failed to load ācav_light.tgaā
I have the feeling this means the .mat is borked?
-
Post up your .cmp and.mat and letās see if we can help spot it.
-
Ya. Thatās a .mat problem.
-
Hereās the whole folder.
(Attached)EDIT: It occurs to me, unless my hardpointing broke t somehowā¦ I havenāt edited the mat at all, so t could be an issue with Kuzeās upload of it.
-
Yep, itās 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.
-
.cmp checks out.
.mat checks out.
(by checks out I mean naming is correct)Texture donāt 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 milkshapeā¦this is odd because they work both in hardcmp and UTFEditor.
Did you do any editing to the textures?
-
As mentioned, no, I didāt 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 itās not a huge priority, but Iām a big fan of the CAV and was planning to use it for FL10K (Was checking it out before I approached you for permission )
-
The textures in the CAVās MAT are in JPG format. For FL, it has to be DDS or TGA, but HardCMP is a bit less picky. This is why youāre having problems.
Now, hereās what you can do. Extract all the textures using the UTF editor. Youāll save them one at a time. Once thatās done, delete the MIP0 node that itās attached to, then put the node back in by creating a new node and renaming it to MIP0 (or MIPS if MIP0 doesnāt work for some reason. Iām 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 youāre using Paint.net) or it wonāt work.
Finally, import the newly saved DDS or TGA files into the MATās 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.