Author Topic: A missing texture working in PCS, but not in FRED  (Read 2661 times)

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A missing texture working in PCS, but not in FRED
(Solution: Solved by The E. The pcx file is corrupted somehow. The solution is to change from pcx to tga or dds)
Quote
Explanation by Dragon:

FS needs to have it's PCX files in 8 BPP (bits per pixel) or 256 color format.
However, most programs ussualy save in 32 or 24 BPP (16,7 million colors) format, which FS doesn't understand, but PCS2 does.
I've ran into this problem when I was working with PCX files, DDS ones are ussualy better if you're not modding retail (PCX format can be usefull for temporarly handling greyscale textures, but they all need to be converted to DDS before release, due to DDS efficency).

Hello people!

I've got a problem with a missing texture. I've searched in the forums, but didn't find anything. The texture works in PCS, but in-game and in-FRED it doesn't appear, invisible. I'm using Photoshop to edit the Scooby-doo's original texture.




I've been trying to solve this problem for weeks. Can you help this noob, please? It is I don't know about textures :(.
« Last Edit: April 17, 2010, 06:41:10 am by Alex Navarro »
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline The E

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Re: A missing texture working in PCS, but not in FRED
Which texture is missing, exactly?

Also, can you run a debug build, quit at the pilot select screen, and post the fs2_open.log?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline m!m

  • 211
Re: A missing texture working in PCS, but not in FRED
PCS has AFAIK directories where it searches for textures. So I think the missing texture is in one of those...
Do you run FRED with mediavps as mod?

 
Re: A missing texture working in PCS, but not in FRED
Ok. I've made another mod, but only with that fighter, and the texture remains missing. The texture missing in FRED and in-game is piranha3.pcx.

Quote
PCS has AFAIK directories where it searches for textures. So I think the missing texture is in one of those...
Do you run FRED with mediavps as mod?

The only directory I have in PCS is the mod itself. I run FRED with the command -mod modname. As usual. Not mediavps in this case.

Quote
Also, can you run a debug build, quit at the pilot select screen, and post the fs2_open.log?

Done.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod buscarerrores,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x3b5eb757
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\Nebulae.vp' with a checksum of 0xcd4338d9
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\buscarerrores\' ... 18 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 12 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 7 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\Nebulae.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 22 roots and 13698 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 3200 Graphics      
  OpenGL Version    : 2.1.7768 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1184
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.494 (0.494)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Thu Apr 15 19:37:23 2010
With logs, please use "code" instead of "quote". It takes this much less vertical space. -- Jeff Vader
« Last Edit: April 15, 2010, 02:03:43 pm by Jeff Vader »
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline The E

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Re: A missing texture working in PCS, but not in FRED
Code: [Select]
Searching root pack 'C:\Games\FreeSpace2\Nebulae.vp' ... 157 files
This is wrong. Please remove this vp from the base directory.


Now, I want you to check the \models directory of your mod, See if the texture was accidentally put there.

Also, you might want to try redownloading it to see if it was in the original package somewhere.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline FUBAR-BDHR

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Re: A missing texture working in PCS, but not in FRED
Open PCS2 and go to options\paths.  You see those texture paths listed?  PCS2 will search every one of those for the texture.  FRED will only find it in the currently specified TC and mod directory.  So it is possible that it's in one of those other directories.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
Re: A missing texture working in PCS, but not in FRED
Models content: wcpirahna2.pof
Maps content: 0-flak1.dds, extras.dds, glass.dds, piranha2.dds, piranha2-glow.dds, piranha2-normal.dds, piranha2-shine.dds, piranha3.pcx, piranha3-glow.pcx, piranha3-shine.pcx, piranha3-normal.pcx, tercoc01.dds, tercoc01-glow.dds, tercoc01-shine.dds
Tables content: ships.tbl (all FreeSpace 2 ships + the Piranha (RS Defender))

I have the original texture: piranha2.dds. It works perfectly in FRED when activated in PCS. My modified texture, piranha3.pcx, not.



Quote
Open PCS2 and go to options\paths.  You see those texture paths listed?  PCS2 will search every one of those for the texture.  FRED will only find it in the currently specified TC and mod directory.  So it is possible that it's in one of those other directories.

The texture isn't really missing. The paths in PCS are correct (I have only one currently, the mod's  path). It is FRED and FreeSpace 2 don't process it properly or something.

Quote
Searching root pack 'C:\Games\FreeSpace2\Nebulae.vp' ... 157 files
This is wrong. Please remove this vp from the base directory.

Removed. But why? Is it missplaced, outdated?
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline The E

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Re: A missing texture working in PCS, but not in FRED
Is your modified piranha3.pcx still a valid pcx file? If you convert it to tga, does it work?


Quote
Searching root pack 'C:\Games\FreeSpace2\Nebulae.vp' ... 157 files
This is wrong. Please remove this vp from the base directory.

Removed. But why? Is it missplaced, outdated?

One, I have no idea what it is, which means that, two, according to mod installation procedures, it shouldn't be in the FS2 main directory because three, it might mess things up.
If (as I suspect) it's the lightspeed nebula pack, those are integrated into the mediavps, and have been since forever.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: A missing texture working in PCS, but not in FRED
Quote
Is your modified piranha3.pcx still a valid pcx file? If you convert it to tga, does it work?

Before replying, thank you a lot for your patience and for assisting me with this problem, The E. And everyone else too for their replies. You found it, E:

 :confused: Converted it to TGA and now it works perfectly. Why is this?
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline The E

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Re: A missing texture working in PCS, but not in FRED
I would take a guess and say that whatever program you used to edit the pcx file didn't save it correctly, that is, in a format that FS2 can understand.

Besides, textures should always be saved as dds. PCX is the worst possible format.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: A missing texture working in PCS, but not in FRED
Thank you again, E. I'm using Photoshop btw. I'll try to save to dds. Now back to work!!  ;7
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 
Re: A missing texture working in PCS, but not in FRED
I could have just given you the orignal psd files if you wanted to modify them  :P
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: A missing texture working in PCS, but not in FRED
Yeah, well...  :rolleyes: . I'm a little  :shaking:
 :P
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 
Re: A missing texture working in PCS, but not in FRED
Course it would have helped earlier if I saw this thread  :D
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

  

Offline Dragon

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Re: A missing texture working in PCS, but not in FRED
I know what caused the problem.
FS needs to have it's PCX files in 8 BPP (bits per pixel) or 256 color format.
However, most programs ussualy save in 32 or 24 BPP (16,7 million colors) format, which FS doesn't understand, but PCS2 does.
I've ran into this problem when I was working with PCX files, DDS ones are ussualy better if you're not modding retail (PCX format can be usefull for temporarly handling greyscale textures, but they all need to be converted to DDS before release, due to DDS efficency).