New version texture errors

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Domovoi

Recruit
A very peculiar error i have encountered when running the latest version.

I have a texture.dds file, and it loads in .75x or less just fine, it has an entry in a texture_names brf, and a material.

However. When i load the game, it says that it is missing "texture.dds_0.dds" yes, it decides to append "_0.dds" to the end of the filename.

After a lot of messing around, rebuilding BRF files, i eventually gave up and renamed the texture to "texture.dds_0.dds"

I then booted up the game, and as it began to load the textures,

missing "texture.dds_1.dds"

Now i might be an idiot, but ill bet that i can keep adding texture files that it looks for, but that number will keep climbing.

Is there a silly mistake i am making somewhere, or will i need to wait for a new version of the brf editor before i can get things working in .80x
 
Well, textures actually have some unseen flags which BRFEdit does not actually display, mainly because I never spent the time figuring out what all of these were.  In 0.80x these flags have changed a bit, so many 0.75x textures (and the default texture that is created when you add a new texture) can no longer be loaded by M&B.  To get around this, just clone one of the 0.80x texture resources, and rename the dds to the texture you want to use.

The next version of BRFEdit will give you a valid default when you add a new texture resource, and also give you a way of changing the texture flags, with a list of check boxes like for materials if Armagan helps me out by letting me know what all the flags do.  Or I could just make the list of flags, then you guys can help me out by testing what each does (I just dont have time to do all that trial and error myself).

But for now, just clone a texture similar to the one you are adding.
 
thanks, i should have thought of that myself really  :oops:

but, maybe someone will make a batch converter for this kind of stuff =]
 
ah, i replaced all of my materials brf with materials cloned from the new version, but to no avail... still the same error.
i guess i will have to wait for the next version.
 
The texture names not the materials.  Although it appears to just be a list of texture files, there are some hidden flags.
 
i think it's an "animated" flag thor, seeing as it keeps trying to find the filename with a _1, _2, etc.
That sounds like it could be very useful though, could it mean that any texture at all can be animated?
 
Quite possibly.  It seems to be what is used by the water...

I'll look into it a bit more.  Animated textures, combined with shaders should let us do some pretty fancy stuff.

Edit: Yep, just checked, and it'll be in the next version of BRFEdit.  You can specify a multiple of 4 as the number of textures you want it to cycle through, and although I haven't tested, I think it should let you have upto 60 frames, maybe even 1020.

A few ideas I thought of that could make use of this: 
Swaying grass (may be better just to use a vertex shader for that though)
Waterfalls
River Rapids
Moving clouds
Lightning
Fancy spell effects (lightning from hands etc)
More realistic fire effects (when used with the particle system)
Billboards / TV Screen in a modern / futuristic mod
... I could go on :smile:
 
Great!  I'm looking forward to the next version of BRFEdit.  Looks my Skybox mod might be getting an update to 1.03 with animated clouds :smile:
 
Maybe I jumped the gun a bit.
As far as I can tell, half of this fancy stuff (like that needed to do the animated textures etc used by the water) still seems to be hard coded... at least animated textures didnt seem to work for much else except the water...

We'll see though, maybe I missed something.
 
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