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Cant find images....?

Posted: Tue May 15, 2007 10:13 am
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?

Screenshot:

Image

Lib

Posted: Tue May 15, 2007 12:14 pm
by bdbodger
The game is freaking out because of the bad .tga did you add a new mod with a texture lately ?

Posted: Tue May 15, 2007 1:22 pm
by Liberator
No I didn't add any mod lately. The map have been working fine until now with those textures :(

Posted: Tue May 15, 2007 3:48 pm
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 .

images

Posted: Tue May 15, 2007 4:24 pm
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".

Posted: Tue May 15, 2007 8:18 pm
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?

Posted: Tue May 15, 2007 8:41 pm
by Liberator
This sp_carpet_townhall texture is also in use in my other map:Small_hills. It works fine..

Posted: Tue May 15, 2007 10:48 pm
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?

image

Posted: Wed May 16, 2007 4:09 am
by tltrude
It means there is a custom texture image that is not the correct type.

Posted: Wed May 16, 2007 5:08 am
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 .

Posted: Wed May 16, 2007 7:06 am
by Liberator
So what would be a correct type then ? :)

Posted: Wed May 16, 2007 11:01 am
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.

Posted: Wed May 16, 2007 1:06 pm
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.

Posted: Wed May 16, 2007 2:43 pm
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)?

Posted: Wed May 16, 2007 7:37 pm
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.