how to fix texture.txt is missing

misterchugg

Active member
hi mates

my new 2010 install is throwing up yet another beauty

all of these files are from a backup drive. none were altered from when they were fine in the game on the old pc.

how do i fix texture.txt is missing in multiple kuid folders, even in built in ones.
i know someone had an answer, but i cant find it in forum search

thanks
ron

 
that's a warning, meaning you can still use it, however, if there's another texture.txt file in the same asset, clone it in the same folder for the asset, and open the .txt file up and replace the texture file the .txt file is referencing (eg. texture.tga) that's in the .txt file with the file that's missing, so you'd change it to grass_wlonggrass.whatever type of file it is.

Alternatively, if the texture files in the asset are .texture files, use PEV's Texture2TGA program to fix the error - http://www.members.optusnet.com.au/~villaump/pevsoft.htm

Jamie
 
Did you even look at the picture?

howtofix.jpg


The -1 for the KUID number means it's Auran, it's built in. The green triangles on the left side mean they're locally modified, someone or something opened them for edit and committed them. You always get missing .texture.txt in that situation because built in assets are compiled and don't have them. The fix is to revert them to original.

http://www.trainsim.com/vbts/showthread.php?311266-Revert-to-original
 
captainkman
thanks. now i just have to go through and rename them so that i can find them when working in surveyor on the new route

h22
if its only a warning, then why did it not show those textures in surveyor?
weird eh?

sniper297
yes, i looked, but it was a case of brain drain
too many things running through what with xmas around the corner

i still have some that do not show, even though i think its only a warning

Warning: The file '\shed.lm' is provided in LM format despite having no attachment points and no animation support. This may have a negative impact on performance.
Warning: The file '\shed.lm' is provided in LM format, however the high-detail mesh is comprised of less than 300 polygons. This may have a negative impact on performance.
Work Shed 1 kuid:89219:100135

Warning: The file '\Mango-4.lm' is provided in LM format despite having no attachment points and no animation support. This may have a negative impact on performance.
Warning: The file '\Mango-4.lm' is provided in LM format, however the high-detail mesh is comprised of less than 300 polygons. This may have a negative impact on performance.
TREE Mango-4 kuid2:33404:504328:3

tthanks
ron
 
Ron,

Try reverting the asset and see if that works. If not run a Quick Database Repair in Content Manager.

There is something odd going on here with your system.

The other warnings on the shed, ignore those. I have a few assets like that and there is no impact, that I can tell, in performance.

John
 
"yes, i looked, but it was a case of brain drain" that was addressed to previous posters suggesting you should try to fix built in content when all you have to do is revert to original, if you try to fix each one instead of reverting there will be a lot more problems you'll need to fix besides the missing .texture.txt.

Run the filter built in = true / locally modified = true again. Is that list now empty? If not, revert to original whatever is left until it is empty. After that you can set for faulty = true, then missing dependencies = true, see what else you have to fix. Couple of tutorials for that;

http://www.trainsim.com/vbts/showthread.php?302069-My-choo-choo-is-broke

http://www.trainsim.com/vbts/showth...y-assets-to-2-9-for-TS2009-and-later-versions

As for the picture, what I see looks like a missing or faulty ground texture, not knowing what route it is or where it came from or what's supposed to be there I can't even guess. First part of "my choo choo is broke" covers how to copy and paste name and KUID number, whenever you start with that it takes a lot less backing and forthing and guessing.

Example; Perfect Mango-4,<kuid2:33404:504328:3>

Having that I can download myself and check it out, the warnings could be ignored since they're merely warnings, but if you want to fix it, open for edit and check the config file;

mesh-table
{
default
{
mesh "Mango-4.lm"
auto-create 1
}
}

Change that to read;

mesh-table
{
default
{
mesh "perfect_mango-4.im"
auto-create 1
}
}

That will eliminate the warnings, altho you'll get the "big" mesh with no LOD, assuming the LOD works in versions later than 2004 with that format anyway. The difference between 128 and 64 polys might have been a big deal in the era of Pentium III 1.5ghz computers, but I doubt you'd see any performance difference in TS2010.
 
hi
the route is the boonah line in s.e.qld which i'm making.
before i changed pc's everything was working fine and showed up with no faults or missing items.
i have checked and there are no ground textures, including wheat and etc , that are faulty.
funnily enough , but it also reports none as missing, but yet they are not there.
the content was imported from the working folder from that route which i had backed up to an external hdd.
it should all have been ok without errors,
as i had fixed it previously.
i was thinking that i didn't do something right after installing and patching 2010

thanks
ron
 
That could be one of them intermittent bugs where a ground texture fails to get added to the KUID table, doesn't happen often but it does happen. If you still have access to the game on the old PC you can select the paintbrush, then the question mark, click the sections to find out what those textures are. Usually painting a section somewhere else on the route then saving will add it to the KUID table. Or, just make a note of the texture name, change back to the new computer and search for it, download and see if it shows up on the new computer. Can't find out what it is, then Main Menu, delete missing assets, repaint the bare sections. If it's just one texture (and it looks like farm fields), you can use the grid fill tool to paint them all.
 
hi
no way to running it on the old pc.
no drive what it was on anymore

i will try using the fill tool with a generic field texture.
it may have been partially grown whaet
over the next few days unfortunately we've got full house.
more than full actually with caravans in the yard even.
so gaming will mostly be out

hopefully i'll have some time tonight free after they all disappear to their respective beds.

wishful thinking. lol

thank for the help
ron
 
Halleluja!!!!! (sp) I have finally fixed an issue I've had for several years.
I put a completely different picture of a person to be used as the .bmp file name. Changed the .txt filename, and accepted the change as the whole thing.
Looks a bit funny now with the person-figure on the former block but, at least it works as the original did 15 years ago. I'll change the figure later.
I checked the function on 2 of the crossings and each worked perfectly and trains crossed properly.
With the help of several thoughts (here) I put together the working model and I give thanks to all of you for adding the links and complete directions
for the fix. I have no need to worry now since my junctions will work as the should.

The Colonel :cool::udrool:
(Ken M.)
 
Did you just time-travel here from 2012 or what? If so, you should be aware we have a global virus pandemic going on and a lunatic fraction of the population are refusing to get vaccinated. If I was you, I would hop straight back into your time portal, return to the past and come back later when it’s safe.
 
Halleluja!!!!! (sp) I have finally fixed an issue I've had for several years.
I put a completely different picture of a person to be used as the .bmp file name. Changed the .txt filename, and accepted the change as the whole thing.
Looks a bit funny now with the person-figure on the former block but, at least it works as the original did 15 years ago. I'll change the figure later.
I checked the function on 2 of the crossings and each worked perfectly and trains crossed properly.
With the help of several thoughts (here) I put together the working model and I give thanks to all of you for adding the links and complete directions
for the fix. I have no need to worry now since my junctions will work as the should.

The Colonel :cool::udrool:
(Ken M.)
I feel compelled to explain my ordeal with pretty much my experience with about the same problem you had:

About a week ago my Sessions showed a bunch of square red boxes at the stations (AJS inv. stations), and passenger wagons. A common asset for these assets are the passenger assets, so sure enough, in CM they showed error in red. Problem? missing text. And because the platforms of the stations have a gazillion passengers, they all had missing text with a very long list of faults. Easy fix, delete the passengers and re-install. But that did not do it! These passengers are built-in assets, and reverting did not correct the problem. How they got screwed? beats me. At that point they showed "modified faulty" So, delete again, do a DBR and this time download from DLS. That did it! The passenger asset I have stored on my flash, away from the computer did not fix the problem, but the exact same with same KUID no. from DLS, fixed it! go figure. More problems: Now you have the passengers back on the AJS stations showing in the map as they used to be. You run your train, directing to the station and it does not go there. For some reason I couldn't use the station to load people. Further examination, showed that it happened to all the stations, not only AJS. The World is dead! However a light at the end of the tunnel, install a fresh station (deleting the bad one) and trains see it and go there loading and downloading as they should. From this point on, it is an easy fix: Delete each and everyone of the stations and install exact same ones. 38 of them. Just a couple of days work. All this happened on my TANE install. So, be careful you don't want more nightmares that what we have nowadays. I hope this text helps someone, some day, somewhere.. Thank you for reading!
 
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Simply open them up one by one in the AssetX program and run the texture txt fix up routine to make the texture.txt files.
One recommends read the AssetX documentation before upgrading a kuid.
 
I think using PevSofts Images2TGZ is easier, and I think you will run into it again. When N3V started causing errors because of the old format, they did not include all their own content, so it skates by until the system somehow catches one, then it throws faulties. Probably not many other options to maintain backward compatibility, but it is a pain to have to fix them all the time.
 
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