Missing Texture

nimec

Member
My copy of the asset Sig 2AT Gantry OHL,<kuid2:125145:24001:1> it shows the following

Error: Texture 'grey.texture' is missing or could not be loaded for mesh 'autoplate.im'.

If the texture is missing is it something that can be added and if so, is it one that someone can illustrate by posting that section of the config file so that I may follow it to do the editing? Cheers
 
Generally, you can copy one of the other .texture.txt files and rename it to the missing one, grey.texture.txt. If the model looks right (PEV's Mesh Viewer makes this easy to check), that's all you really have to do.

You could create or use a really bright texture in BMP format (neon pink or orange works well) and view the model. If you don't see your weird color, that's all you have to do.

If it turns out you do actually need the texture, either search for one under the userdata folder from the same author, or make it yourself.
 
Generally, you can copy one of the other .texture.txt files and rename it to the missing one, grey.texture.txt. If the model looks right (PEV's Mesh Viewer makes this easy to check), that's all you really have to do.

You could create or use a really bright texture in BMP format (neon pink or orange works well) and view the model. If you don't see your weird color, that's all you have to do.

If it turns out you do actually need the texture, either search for one under the userdata folder from the same author, or make it yourself.

Thanks for your response. Copy it from where? I dont really follow. Re the rest of your post you are talking way above my knowledge or understanding of repairing assets. Im just learning to do this so perhaps we could start a more basic and detailed and step by step explantion of the process I need to follow.
I have a number of assets needing repair so its important to me to learn how to do it. Cheers
 
I opened kuid2:125145:24001:1 in CM3.3 for Edit in Explorer and checked both mesh files with PEV's Mesh_text_viewer and see that autoplate.im mesh needs a grey.texture.
Since there isn't one in the file I opened Windows Paint, select the rectangle tool and drew a small rectangle.
Then click the select box then the resize option and set it to 32 x 32 pixels.
Then selected a grey color from the palette and filled the square.
Saved it to the open kuid file as grey.jpg.
Then double click the autoplate.texture.txt file to open it in Notepad.
Change autoplate.tga to grey.jpg and saved as grey.texture.txt.
Close the folder and commit the kuid.

Bob Weber
 
Oh boy, where to start?

First point is that this is nothing to do with what's in config.txt, it's a problem concerning the mesh file itself. The mesh files are in the same folder as config.txt or in a sub-folder within that. Mesh files have either a .pm or more often a .im file extension.

Texture files such as your grey.texture are made up of 2 parts;

- the actual image which is generally a .tga, .bmp or sometimes a .jpg file

- a text file, in this case it would be grey.texture.txt. You can open this file with Notepad and it should contain a couple of lines referring to the image file, such as "Primary=grey.tga" and Tile=st.

When you commit an asset via Content Manager into its database, those 2 parts are combined into one compressed file, in this case it would be called grey.texture.

A number of things could have gone wrong that will prompt the missing texture error message;

- the compressed file grey.texture really is missing or corrupted.

- the image file is missing, corrupt, or in the wrong format (eg. in 8-bit colour depth instead of 24-bit RGB).

- the texture.txt file is missing or refers to the wrong file name (this could be the result of a spelling mistake, or it might be pointing to grey.tga when the image is actually grey.bmp, or some other mismatch).

- it's also possible that the texture is not even required by the mesh, just that some stupid creator left a texture.txt file in the folder referring to an image that isn't there. You can check what textures a mesh actually uses by opening the .im or .pm file with PEV's Mesh Viewer and using the "Locate textures" function (just right-click anywhere in the Viewer window and a menu will pop up for that). In that case, just deleting the redundant texture.txt file will clear the error and will have no ill effect on the mesh.

Obviously what you do to correct the error will depend on what has gone wrong, but they are the main possibilities I can think of. Either way you have to end up with an image with the right name and format and a texture.txt file that contains the right corresponding info.

OK, sorry it wasn't exactly a step-by-step recipe but I hope it was educational!

Guys, did I forget anything?

~ Deane
 
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