error while running moh

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bloopy
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error while running moh

Post by bloopy »

when i try and run my newly made map it comes up with an error thus i cannot play my map :( , i compiled it and got the bsp files ect but when i run the map this error appears

ERROR: LoadTGA: Only Type 2(RGB), 3(gray), and 10 (RGB TGA images supported

any idea what it is and if you have any sugestions please tell me! :(
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bdbodger
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Post by bdbodger »

.tga file have to be done in rgb color mode and be either 24 or 32 bit if they have an alpha channel and when saved make sure you don't use RLE compression
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tltrude
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pk3

Post by tltrude »

Temporarily remove all custom pk3 files from mohaa/main. Then open your map in the editor and replace any missing textures.
Tom Trude,

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bloopy
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thanx

Post by bloopy »

thanx guys it worked but when i tried to fix my ladders the same error came up and now i cant fix it :([/i]
bloopy
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another thing..

Post by bloopy »

:shock: i got rid of every pk3 accept for the standard ones that come with moh and i comiled it all went well but the same error again! mayb bodger was right only problem is i wouldnt have a clue what he was talknig about :?
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bdbodger
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Post by bdbodger »

Well in a program like photoshop on the top menu you will see a menu item "Image" and on that dropdown a menu item "mode" where you can select different modes such as greyscale , indexed color , RGB color , CMYK color etc the mode you need to use is RGB color . When you save it as a .tga image a dialog box opens up where you can choose 16bits/pixels 24bits/pixels 32bits/pixels and there is a check box for RLE compression . That stands for record length encoding and you don't want to check that . So what the .tga must be in photoshop is a RGB color 24 or 32 bit image . In paint shop pro if the image has a mask as they call it ( alpha channel) then it is saved as a 24 bit image with mask so it is actually a 32 bit image . The error is saying you have a texture that is not the right type if you didn't make any custom textures then maybe it is a texture either from a custom pak or a custom model that has a bad texture .
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Devil_Dog
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Post by Devil_Dog »

A simple fix for this (if your confused by bdbodger, wich I would have been a few months ago :D )
Unless your custom textures are something complex, save them as .jpg. You wont have to worry about masks or channels.
But try to learn about them, it can come in handy later when makeing textures and loading screens.

Also, these guys are alot smarter than I am, so ignore me and listen to them. :wink:
Computers hate me!!!!!
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bdbodger
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Post by bdbodger »

Devil_Dog wrote: (if your confused by bdbodger, wich I would have been a few months ago :D )
Never mind other people I confuse myself some times :)

In this case though you should listen to Devil_Dog a .jpg would probably be smaller in size as well so if you don't need to use an alpha channel then that is probably what you should use in most cases .
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tltrude
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textures

Post by tltrude »

Bad images that are in a folder named "textures", in mohaa/main, can also cause the problem.
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Tazz
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Post by Tazz »

i had that same problem i saved an image as a jpg and just renamed it to tga so it wasnt a tru tga file so i had to go resave it again as a tga and all was well
bloopy
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Post by bloopy »

guys thanks for everything youve said but i have no custom textures, every texture is standard and from the radiant when i installed it :? so does anyone have any idea about the problem cos im realy stuck its taken me a week to make my map and i cant run it please help! :shock:
neillomax
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Post by neillomax »

Did you ry moving your map to another machine ?

You could aslo un-install and re-install the game. then put your map back in. You may have damaged something unrelated to your map.
bloopy
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Post by bloopy »

i have now re-installed moh radiant, mbuilder and aa. still no difference ite so annoying but i realy want this to work so keep posting
bloopy
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an idea

Post by bloopy »

could the problem show through compiling?

i know i have lots of leaks :D


C:\PROGRA~1\EAGAME~1\MOHAA\main\maps>"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -gamedir
C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.map
---- q3map ----
----- FS_Startup -----
----------------------
26428 files in pk3 files
*** Entity 0, Brush 404, bounds (1264 408 64) - (1272 680 128)
^-- Fence masks must only be used with fence or nodraw.
FloatPlane: bad normal
Entity 0, Brush 974: degenerate plane
************ 1 brushes with mixed fence masks ************
WARNING: Entity 18 of type 'light' leaked
WARNING: Entity 23 of type 'light' leaked
WARNING: Entity 24 of type 'func_rotatingdoor' leaked
WARNING: Entity 25 of type 'func_rotatingdoor' leaked
WARNING: Entity 27 of type 'func_rotatingdoor' leaked
WARNING: Entity 28 of type 'func_rotatingdoor' leaked
WARNING: Entity 29 of type 'light' leaked
WARNING: Entity 30 of type 'light' leaked
WARNING: Entity 45 of type 'light' leaked
WARNING: Entity 46 of type 'light' leaked
WARNING: Entity 47 of type 'light' leaked
WARNING: Entity 48 of type 'light' leaked
WARNING: Entity 49 of type 'light' leaked
WARNING: Entity 50 of type 'light' leaked
WARNING: Entity 51 of type 'light' leaked
WARNING: Entity 52 of type 'light' leaked
entity reached from outside -- no filling
**********************
******* leaked *******
**********************
(0.00) seconds.
7.1% fewer faces -- 3027 faces from 3259 (232 removed)
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
Writing C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.bsp
Writing C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.vis
7 seconds elapsed

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps>"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis -gam
edir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.ma
p
---- vis ----
----- FS_Startup -----
----------------------
26428 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.bsp
vis_derived = 0
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.prt

************ ERROR ************
LoadPortals: couldn't read C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.prt


C:\PROGRA~1\EAGAME~1\MOHAA\main\maps>"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -gamed
ir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.map

======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
26428 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.bsp
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.vis
Number of radiosity bounces = 0
Radiosity turned off due to no VIS data being present

====== Initial Lighting ======
ambient light at (5.00 5.00 5.00)
0 light emitting surfaces
(3.91) seconds.

====== Calc Static Models ======
Total Models Lit: 0
Total Vertecies Lit: 0
Total Vertecies that were in Solid Leafs: 0
Data Size: 0 bytes

====== Calc Light & Diffuse Grids ======
(0.23) seconds.
(0.21) seconds.

====== Compress Light & Diffuse Grids ======

====== Final Lightmap Assembly ======
(0.02) seconds.

====== Entity Lighting Lights ======

====== Write Out BSP File ======
writing C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\nostatic.bsp
6 seconds elapsed

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps>pause
Press any key to continue . . .
neillomax
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Post by neillomax »

I don't know a whole lot about these, but I'd go back and DELETE all my doors and their origins. Don't know if you cloned them, but they need to be made seperately..... one at a time.... and not cloned.

the loadportals thing. Try and remove ALL of the pk3 files in your main and maintta folders, and then try and compile map.
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