Cant find images....?

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Liberator
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Cant find images....?

Post by Liberator »

Ok my worst enemy is now "Can't find image for shader 0"...grrr...
My console in the MOH menu suddenly tells me that it can't find some of the images that I have been using. Those images are Images that are a part of the game.

What can be the problem? Am I using too many textures in the map?(if its possible)

The console also tells me that only 10 images are supported. I guess thats my own textures it means?...or?

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bdbodger
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Post by bdbodger »

The game is freaking out because of the bad .tga did you add a new mod with a texture lately ?
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Liberator
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Post by Liberator »

No I didn't add any mod lately. The map have been working fine until now with those textures :(
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bdbodger
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Post by bdbodger »

Well either way you will have to find the bad .tga and it may have to do with your other thread abut max_surface_info it maybe it just can't load any more textures into memory or cache thier locations or what ever it does .
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tltrude
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images

Post by tltrude »

In other words, most of those missing images were in the pk3's you removed. There is also one bad image in the pk3 for "obc_germanheadquarter".
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Liberator
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Post by Liberator »

In other words, most of those missing images were in the pk3's you removed. There is also one bad image in the pk3 for "obc_germanheadquarter".
Do u remember what the pk3 file is called that might be the missing one?
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Liberator
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Post by Liberator »

This sp_carpet_townhall texture is also in use in my other map:Small_hills. It works fine..
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Liberator
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Post by Liberator »

I think that ERROR: LoadTGA: Only type 2(RGB), 3(gray), and 10(RGB) TGA images supported is the real problem, but what does it mean?
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tltrude
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Post by tltrude »

It means there is a custom texture image that is not the correct type.
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bdbodger
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Post by bdbodger »

The color mode in a program like photoshop can be set to indexed color and saved as a .tga but that would be wrong the mode has to be rgb and saved as a 24bit image or 32bit image if it has an alpha channel . So although a wrong mode can be set it can still be saved as .tga .
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Liberator
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Post by Liberator »

So what would be a correct type then ? :)
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wacko
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Post by wacko »

tga with alpha-channel in 32bit, w/o in 24bit.
Because this is handle differently in different progs, u better give it a try.
For textures without alpha, I recommend jpeg, they are smaller in filesize and look the same.
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bdbodger
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Post by bdbodger »

bdbodger wrote: the mode has to be rgb and saved as a 24bit image or 32bit image if it has an alpha channel .
wacko wrote:For textures without alpha, I recommend jpeg, they are smaller in filesize and look the same.
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Liberator
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Post by Liberator »

From the beginning I have been using jpg in RGB mode.

Another map of mine says the same with jh_conc2.tga .
I'm not even using that texture in that map...but it is to be found in the texture dir. in Radient.

Is there a maximum for using textures on a map? (MOH's own textures+added ones)?
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k47a
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Post by k47a »

Liberator wrote:I think that ERROR: LoadTGA: Only type 2(RGB), 3(gray), and 10(RGB) TGA images supported is the real problem, but what does it mean?

if you got a jpg that is causing the problem, make sure you don't save it as progressive, but as baseline. if you still get the error, remove all custom stuff from you main folder and try again.
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