Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Hippo on June 23, 2003, 08:36:02 pm
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Ok, i convert the Argo into a FS1 pof and rename the POF... it opens in Modelview, but fred gives me this... (followed by the table)
This whole problem involves FS1, not FS2... (i think)
Error: Couldn't open texture 'Tcov4B'
referenced by model 'transport04.pof'
File:D:\PROJECTS\FREESPACE\Model\ModelRead.cpp
Line: 1497
Call stack:
------------------------------------------------------------------
FRED.EXE 004a7dd1()
FRED.EXE 004c7ad8()
FRED.EXE 00401c07()
FRED.EXE 00402727()
FRED.EXE 00401b2b()
FRED.EXE 00426939()
FRED.EXE 0057f895()
FRED.EXE 0057f26d()
FRED.EXE 0057e01e()
FRED.EXE 0057e32a()
KERNEL32.DLL bff7363b()
KERNEL32.DLL bff942e7()
FRED.EXE 005e8c7e()
------------------------------------------------------------------
$Name: GTT Argo
$Short name: TTran
$Species: Terran
+Tech Description:
The GTT Argo has become the standard military transport vehicle for the Terran fleet. Argos sometimes carry new weapon and combat craft prototypes to and from testing grounds or to front-line deployment positions. Military VIPs occasionally commandeer Argos to travel from star system to star system in some semblance of comfort. Argos are most often used as assault transports, carrying squads of Marines through heavy flak to board enemy vessels that Command has decided to capture rather than destroy.
$end_multi_text
$POF file: transport04.pof
$Detail distance: (0, 850, 2000, 5500)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.6
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 4.0, 7.0, 6.0
$Rear Velocity: 0.0
$Forward accel: 2.0
$Forward decel: 1.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 50.0
$Expl outer rad: 500.0
$Expl damage: 500.0
$Expl blast: 1300.0
$Expl Propagates: yes ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 140.0 ;; speed shockwave expands at, 0 means no shockwave
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 0
$Power Output: 8.0
$Max Oclk Speed: 38.0
$Max Weapon Eng: 35.0
$Hitpoints: 13500
$Flags: ( "transport" "in tech database")
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 3.0, -315
$Closeup_zoom: 0.4
$Score: 40
$Subsystem: engine, 25, 0
$Subsystem: navigation, 15, 0
$Subsystem: communications, 5, 0
$Subsystem: sensors, 10, 0
$Subsystem: weapons, 10, 0
$Subsystem: turret01, 5, 20.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret02, 5, 20.0
$Default PBanks: ( "Terran Turret" )
any help? Im pretty sure the texture is there...
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ok, i fixed the first bug, and edited the post for the second, and i fixed the second, so just ignore the thread... (unless i have another)
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ok, now im lost... same error, but the texture referenced is not used by the argo... (says modleview) :nervous:
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Have you convert the texture to 8bit colors ? and in the pcx format ?
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Isn't the game seeking the texture in the fs2's vp in FS1's directory?
Is it in vp, or in the data/maps folder?
Just remembered ... FS1 has no data/maps. It must be in a vp, then.
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Originally posted by Free Terran
Have you convert the texture to 8bit colors ? and in the pcx format ?
Hasn't an FS2 texture to be 256-color? I have just seen it in IrfanView, and I realized that the textures of both FS games are 256-colors. How much is its size(pixels x pixels and megs?) Isn't it too big for FS1 to read?
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im usi argo pof, and the argo textues, s they're al pcx, i converted tha arg toFS1 with modelview, and put the textures in data/maps, as i have with all the mods, but fred and FS1 are looking for a texture that the argo doesn't use, and i don't think it exists... if someone has the texture from above, email me it to me at [email protected]
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Ups :rolleyes: i have talk about FS2 sorry :sigh:
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Originally posted by Hippo
but fred and FS1 are looking for a texture that the argo doesn't use, and i don't think it exists...
So take another, working texture and rename it to Tcov what ever it was. Easy money.
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Modelview is notorious for missing textures that the model does in fact use. If you opened the original FS2 model in PCS you'd probably see the texture on the list there.
Just do what DG said or get someone to send you the missing texture (I'd bet that it's from one of the later LODs anyway)
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npe.. i copy the files and such, like Tcov1A to Tcov1B and yet it is still confused... :mad:
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Well it's asking for TCov4B (which as I guessed is a texture used for the later LODS). Are you sure you have a file by that name in your data folder? Seriously double check now
If it then changes to ask for a different texture you've then got more of these textures that don't show up in Modelview. Give it all the textures it asks for and it should be happy.
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Have you ever tried placing a ship from FS2 to 1?