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Oh! I figured out which error he means. You need to change the (name of thumbnail).tga to (name of thumbnail).texture. This is specific to Mac, and T:ANE. I don't think Falcus's solution will work, it might for something else but not for this issue.
Figuring out this fix is part of the "initiation ritual" to Trainz MAC. :hehe:
Oh! I figured out which error he means. You need to change the (name of thumbnail).tga to (name of thumbnail).texture. This is specific to Mac, and T:ANE. I don't think Falcus's solution will work, it might for something else but not for this issue.
Figuring out this fix is part of the "initiation ritual" to Trainz MAC. :hehe:
Both TSMAC and TANE use similar validation, as my understanding of it, which is why, for instance, JR's TSmac Patch fixes alot of broken assets for TANE users. And the method you described is a rehash of what I said anyway.
@John
Yes, you can just change the name in the config, but if its not to something that exists (Such as a Jpg or another media file), it will flag a warning on some assets, and an error on others (Why the difference here I don't know) about the Thumbnail being pointed to a non-existent Image.
-Falcus
Yup... It's annoying too. For that I have a generic ScreenShot.jpg that I put in and point to that. I don't care if the asset doesn't have a proper thumbnail for CM. It works fine in trainz once I load it, and eventually the content creator someone one else will update the asset properly. That has already been the case for a bunch of assets I did go through the trouble of creating an actual in-game thumbnail for!
I also had some assets that had both problems which was quite annoying. One part of the config.txt needed the .texture while another part I had to point to a .tga. It was frustrating trying to read the error messages since the errors get intermingled with other warnings and information, and are written "programmer".
John
Oh, I do the same as well.... But then every asset I do that to comes up with this Thumbnail:
<image removed>
I find it far more useful to just make a JPG out of an appropriate media file in the asset wherever possible, though I definitely agree thats not always possible.
Edited to add:
Was thinkin about what you said about the Config you were having issues with. I would need to know more about it to say that this description fits your issue, however, there seems to be two distinct possible causes to the ".tga is used incorrectly" Flag. First is Thumbnails. JR in particular, but plenty of others as well seemed fond of throwing their texture files as Thumbnails.
The second issue, and far less prevalent, is when an asset's config references the .Tga, and has a .texture.txt that does the same thing. Chris gave me the explanation to this here:
http://forums.auran.com/trainz/entr...ctly-used-as-texture-txt-source-and-raw-image
This seems to be the issue that caused N3V to create that error in the first place. The fix is easy, just change the Config Reference to read "Thing.Texture" instead of "Thing.tga".
-Falcus
it is important to note when making these fixes that you use the images properly.
any image to be used inside the game while it is running should be a .texture reference.
any image used outside the game should be a jpg or non .texture reference.
.textures cannot be used outside of the game (like in CM or on the DLS) so for a thumbnail for use on the DLS or CM it should be .jpg. many of us were mistakenly assuming that the images could be used in both locations, and that worked on a local install, but consider if your item is included in a built-in .ja file etc then the source file is removed because it does save a lot of space. in that case you have an image.tga and an image.texture.txt, once it is committed to CM only the image.texture is left - notice no texture.txt, it gets converted to a .texture more or less combining the .tga with the .texture.txt as well as some other things like mip levels and compression. this resulted in several built-in items having blank icons and other images in TS12. the point is, you cant use them both ways so consider the above when fixing the items.