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Problem with dds files

dds purple in game

Best Answer Rider of Rohan, 23 September 2017 - 04:35 PM

https://www.the3rdag...tem-250?addview
When compiling for bfme 2, rename compiledtextures to just textures, asset 2 times and then swap back to compiledtextures and run the game.

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#1 CragLord

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Posted 22 September 2017 - 09:18 PM

Hello people!

 

I have really strange problem with dds files.

Few days ago, I started with some trivial modding, and already got some problems I can't solve...

I installed gimp and photoshop (both with dds plugins) in order to make some dds files.

Problem is no matter how I exported them as dds, they are purple in game.

Example, was doing some new graphics for spell_powers/hero_abilities radial cursor in game and after I exported finished picture as dds, it is always purple square in game. (for example look of summoning units cursor or some other positioning aoe spell).

 

I simply can't find step I am missing in this process...

 

Also noticed one more  thing, if I load some original dds from game (for example SCCRallyCall radial cursor) and then modify it, export under same name ( using compresion dtx5 and generation of minimaps) and used it it works in game. If during exporting process change name from original, same problem, it becomes purple square in game.

 

Presume it is some trivial thing I am missing because of lack of experience...

Some advices are more then welcome. :)

 

 

 

 


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#2 MattTheLegoman

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Posted 23 September 2017 - 05:50 AM

Try using tga files instead. If they are pink then something else is wrong - like your asset.


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#3 CragLord

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Posted 23 September 2017 - 10:32 AM

Same problem with .tga, simply new texture is completely purple (purple square when I try to use rallying call spellpower).

Only part of code I changed is name of texture in radiuscursortemplate in ingameui.ini

RadiusCursorTemplate = RallyRadiusCursor
		Texture        = scctest ;SCCRally
		Style          = SHADOW_ALPHA_DECAL
		OpacityMin     = 20%
		OpacityMax     = 60%
		OpacityThrobTime  = 1500
		Color          = R:255 G:255 B:255 A:128
		OnlyVisibleToOwningPlayer = Yes
	End

scctest.dds is placed in art/compiledtextures/sc folder. Is there anything else in code I should change or add?

 

Also any tip for process of making dds?

I simply make some test dds file from transparent background with some random marks, and then exported it as dds with DTX5 compression. Am I missing something?

 

 


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#4 Dúnedain76

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Posted 23 September 2017 - 03:04 PM

It has to do with you not compiling a new asset.dat. The compiler should be included in the BFME2 sdk if I remember correct.

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#5 Rider of Rohan

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Posted 23 September 2017 - 04:35 PM   Best Answer

https://www.the3rdag...tem-250?addview
When compiling for bfme 2, rename compiledtextures to just textures, asset 2 times and then swap back to compiledtextures and run the game.


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

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#6 CragLord

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Posted 23 September 2017 - 06:35 PM

That worked perfectly, big thanks guys!!! :)


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