Error message

Maddox61

New member
I am getting this error message when I commit the asset,

Error: Unable to load source texture 'hash-A7/tempk707dmh733/uv block.convert-tex' in subst 'local'
Message: <kuid:591428:1007> committed

I am sure it is something I am doing wrong with the texture file, I just ain't sure what it is.

A little help, Please.

Thanks

Merrill
 
Last edited:
There should be a picture type file that goes with the .txt file. Usually it is a .tga or .jpg type file. If you don't have one, that is the problem.
 
There should be a picture type file that goes with the .txt file. Usually it is a .tga or .jpg type file. If you don't have one, that is the problem.


That is my problem.

I thought the image file had to be .tga according to the CCG 2007.
So I converted my .jpeg to a .tga after buying a program to convert files.

Here are the files I have loaded in the asset.

building1.im, UV block texture.txt, UV Block.tga, config.txt
 
Ok I see, make sure that the .tga file is uncompressed. If it is compressed it won't work.

What picture program are you using?
 
Ok I see, make sure that the .tga file is uncompressed. If it is compressed it won't work.

What picture program are you using?


Nope tried that. The file is not compressed.

I'geuss it's back to the CCG for now.:(

Thanks fo rthe help though.
 
Last edited:
Nope tried that. The file is not compressed.

I'geuss it's back to the CCG for now.:(


What picture program are you using? I use Paint Shop Pro 8 and I found that it has a problem with TGA files. I have to use another program just for the TGA files. You might have a similar problem.
 
Last edited:
Another thought...You said you converted a jpeg to a tga. Did you also change the text file to reflect that?
 
What picture program are you using? I use Paint Shop Pro 8 and I found that it has a problem with TGA files. I have to use another program just for the TGA files. You might have a similar problem.

An older version of Photoshop5. I have loaded Gimp, but aint had time to get used to it. From what I can see so far, it is a lot like Photoshop.

I created a cube, saved the uv map., opened it in Photoshop and added 1 image on each of the 6 sides. I then place this image onto the cube as discribed in Blender. when I render, it comes out fine. I then exported this file to a file I created in my docs.

do I need a seperate .jpeg file for each image I used to create the UV image?

Say as in the cube, I used 6 pics in Photoshop to create the one and saved it as a .tga file.
 
An older version of Photoshop5. I have loaded Gimp, but aint had time to get used to it. From what I can see so far, it is a lot like Photoshop.

I created a cube, saved the uv map., opened it in Photoshop and added 1 image on each of the 6 sides. I then place this image onto the cube as discribed in Blender. when I render, it comes out fine. I then exported this file to a file I created in my docs.

do I need a seperate .jpeg file for each image I used to create the UV image?

Say as in the cube, I used 6 pics in Photoshop to create the one and saved it as a .tga file.

Someone can correct me if I'm wrong...but If you use 6 different picture files for a cube and you export the cube, you will then need the 6 different pic files with your config file.
 
The main thing is the config.txt file is calling for a MeshName.im file, and it should read something like;

mesh-table
{
default
{
mesh "FolderName/MeshName.im"

auto-create 1

Somewhere in that MeshName.im file is code that's looking for WhatEver.texture.txt - that file is the one that actually loads the image, whether it's jpg, tga, or bmp. Note the FINAL file extension, .txt, that indicates it's a TEXT file, not an image. Open with notepad it should say something like;

Primary=WhatEver.tga
Tile=st

So the way to troubleshoot these things is to look at the error messages, check that you have a WhatEver.texture.txt file and the name is exactly what the mesh is looking for. If not change the name. Open in notepad, make sure it doesn't say Primary=WhatEver.tga if the file it's supposed to load is WhichEver.tga.

Last thing is to check that the TGA is uncompressed and in a X2 format - in other words whatever the dimensions, you should be able to repeatedly divide by 2 until you end up with 2. Like a 56x56 image size, 56 /2 = 28 /2 = 14 /2 =7, far as you go, won't work. 128x64 works because both numbers will divide by 2 until you're left with 2.

Last item, when cloning and reskinning old content you often have a compiled binary WhatEver.texture file - this is a compiled file that contains both the WhatEver.txt and WhatEver.tga. Run it thru Images2TGA and it will extract that data, creating a WhatEver.txt and WhatEver.tga to stop Content Mangler from complaining. Only trouble is that the game actually prefers the binary file, so if you don't delete WhatEver.texture after creating WhatEver.txt and WhatEver.tga the game will load the original texture from the binary file and ignore your reskin.
 
The main thing is the config.txt file is calling for a MeshName.im file, and it should read something like;

mesh-table
{
default
{
mesh "FolderName/MeshName.im"

auto-create 1

Somewhere in that MeshName.im file is code that's looking for WhatEver.texture.txt - that file is the one that actually loads the image, whether it's jpg, tga, or bmp. Note the FINAL file extension, .txt, that indicates it's a TEXT file, not an image. Open with notepad it should say something like;

Primary=WhatEver.tga
Tile=st

So the way to troubleshoot these things is to look at the error messages, check that you have a WhatEver.texture.txt file and the name is exactly what the mesh is looking for. If not change the name. Open in notepad, make sure it doesn't say Primary=WhatEver.tga if the file it's supposed to load is WhichEver.tga.

Last thing is to check that the TGA is uncompressed and in a X2 format - in other words whatever the dimensions, you should be able to repeatedly divide by 2 until you end up with 2. Like a 56x56 image size, 56 /2 = 28 /2 = 14 /2 =7, far as you go, won't work. 128x64 works because both numbers will divide by 2 until you're left with 2.

Last item, when cloning and reskinning old content you often have a compiled binary WhatEver.texture file - this is a compiled file that contains both the WhatEver.txt and WhatEver.tga. Run it thru Images2TGA and it will extract that data, creating a WhatEver.txt and WhatEver.tga to stop Content Mangler from complaining. Only trouble is that the game actually prefers the binary file, so if you don't delete WhatEver.texture after creating WhatEver.txt and WhatEver.tga the game will load the original texture from the binary file and ignore your reskin.


I think it is back to the drawing board.
The texture.txt file reads:
Primary=UV Block.psd
Tile=st

I am in the middle of learning all this and at times name files according to what I am doing such as UV Block.
now I need to figure out why it went from .tga to .psd

I went to photoshop to see what happened. I loaded the image as a .jpeg
and when I finished I saved it as an .tga file....?
 
Last edited:
I think it is back to the drawing board.
The texture.txt file reads:
Primary=UV Block.psd
Tile=st

I am in the middle of learning all this and at times name files according to what I am doing such as UV Block.
now I need to figure out why it went from .tga to .psd

I went to photoshop to see what happened. I loaded the image as a .jpeg
and when I finished I saved it as an .tga file....?


Looks as if you did not actually manage to save the file as a TGA. PSD is a PhotoShop Document file, which Trainz cannot read. You could try just changing the line to read Primary=UV Block.tga in your texture.txt file. Also, make sure the TGA file is in the same directory as the IM file. Another thing to check is that the TGA file is a multiple of 2 pixels in size - 32x32, 64x64, 128x128, 256x256, 128x256 etc as this is a requirement in Trainz.
 
.psd is a photoshop file. I have Paint Shop Pro 7, never seen PhotoShop, but it should be similar, mine wants to default to .psp, I have to click on the "Save as type" and select "Truevision Targa (tga)" to save it as a .tga. After that, obviously if the file name you end up with is UV Block.tga, and your UV Block.texture.txt says;

Primary=UV Block.psd
Tile=st

Then you need to edit that so it reads;

Primary=UV Block.tga
Tile=st
 
Looks as if you did not actually manage to save the file as a TGA. PSD is a PhotoShop Document file, which Trainz cannot read. You could try just changing the line to read Primary=UV Block.tga in your texture.txt file. Also, make sure the TGA file is in the same directory as the IM file. Another thing to check is that the TGA file is a multiple of 2 pixels in size - 32x32, 64x64, 128x128, 256x256, 128x256 etc as this is a requirement in Trainz.

Yah, I'm going to start over, I can use the practice. The image as well was very large it was 1024X1024 and I don't think I need it to be that large for a simple block.

It only takes a moment to do, so I will get back in a few to let you all know how it turned out. Well, atleast now that I have a little more of an understanding as to the required file types.;)


And awwaaayyyyy we go! lol
 
Last edited:
OK.

I recreated a texture file for a cube in Blender. It exproted it as a .png file.

When I added the images to this as needed in Photoshop, the only file that it would let me save in was .prd.

I am using an older version of Photoshop5.0 it may not allow this. So, I think I am going to have to use Gimp to recreate it.

Be back soon.:)
 
..........................

Boy, you should have seen what I wrote here.

I deleted it. LOL

Venting, Venting, Venting.:(
 
Last edited:
Does anyone know of a complete tutorial on how to get a simple cube into Trainz.

Including all the .txt files. (for the cube, not a bogey, or anything animated) Just a simple 6 sided, textured cube.
 
Last edited:
Back
Top