New(?) Missing texture issue

Ricke82

Member
I have several assets where CM reports "Error: Texture 'xxx.texture' is missing or could not be loaded for mesh 'yyy.im'. The xxx.texture.txt file is present and correctly refers to xxx.tga. The xxx.tga loads in PhotoShop and is a 24-bit, uncompressed file.

I have tried opening and re-saving both files. I have deleted texture.txt and recreated it using Notepad. I have saved the .tga as a .bmp (changing the reference in texture.txt). None of these changes have eliminated the error.

I am running TS2010 SP3, CM 3.3, and x64 Vista Pro. A typical asset exhibiting this issue is <kuid2:184151:271:1> - "Shop-Abandoned-Terowie". Any help in resoving this issue would be appreciated.

Thanks.
 
I am running TS2010 SP3, CM 3.3, and x64 Vista Pro. A typical asset exhibiting this issue is <kuid2:184151:271:1> - "Shop-Abandoned-Terowie". Any help in resoving this issue would be appreciated.

Thanks.
Well, I found this quite puzzling too, but coincidentally I just did fix that one and a few others minutes ago. Like you I first opened the corresponding tga files in Gimp and immediately did a save as making sure they're uncompressed. Then I opened the im file with PEV's PM2IM utility with the strip unused textures option set. After that the item committed with no warnings.

Still puzzled why this worked though. :hehe:

Greetings from cloudcovered Amsterdam,

Jan
 
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Well, I found this quite puzzling too, but cioncidentally I just did fix that one and a few others minutes ago. Like you I first opened the corresponding tga files in Gimp and immediately did a save as making sure they're uncompressed. Then I opened the im file with PEV's PM2IM utility with the strip unused textures option set. After that the item committed with no warnings.

Still puzzled why this worked though. :hehe:
This works because the asset originally had the texture in the wrong material slot in GMax. PEVs utility strips it out (it's not PM2IM though, it's the TGA one).

Paul
 
Thanks! It never would have ocurred to me to try PM2IM since the mesh was already in .im format. I just tried it on a couple. They committed with no errors and could be added to a route in surveyor. Thanks also for the technical explanation of what the problem is. I don't know enough about GMax to fully understand it, but it's still nice to know it's not just magic.
 
(it's not PM2IM though, it's the TGA one).

Paul

Hi Paul,

Well, I didn't use Image2TGA. Allthough the error reported talkes about an xxx.texture, the xxx.texture.txt and corresponding tga where allready there. Committing however didn't pick those up. After running PM2IM with the strip function on, it did.

Greetings from rainy Amsterdam,

Jan
 
Well, I found this quite puzzling too, but coincidentally I just did fix that one and a few others minutes ago. Like you I first opened the corresponding tga files in Gimp and immediately did a save as making sure they're uncompressed. Then I opened the im file with PEV's PM2IM utility with the strip unused textures option set. After that the item committed with no warnings.

Still puzzled why this worked though. :hehe:

Greetings from cloudcovered Amsterdam,

Jan

I find the same errors usually after opening a built-in asset for edit. PM2IM does not seem to able to fix these (built-in) errors.

tomurban
 
I find the same errors usually after opening a built-in asset for edit. PM2IM does not seem to able to fix these (built-in) errors.

tomurban
There's another thread where someone explains why that is. I'm sorry but I don't remember which one, there are a lot of those at the moment it seems. :hehe:
In short don't do that, opening build in assets. If you want to change anything for a build in asset clone it first and start editing that. In the case of a build in asset that's corrupted this way open for edit it again and try to revert it to the original via the right click edit menu.

Greetings from nighttime Amsterdam,

Jan
 
There's another thread where someone explains why that is. I'm sorry but I don't remember which one, there are a lot of those at the moment it seems. :hehe:
In short don't do that, opening build in assets. If you want to change anything for a build in asset clone it first and start editing that. In the case of a build in asset that's corrupted this way open for edit it again and try to revert it to the original via the right click edit menu.

Greetings from nighttime Amsterdam,

Jan

You are 100% correct about not editing built in assets. However, I have learned the hard way to confine such editing to simple things like changing the atrocious built in bogeys on rolling stock. Anything more complicated I make a clone of the asset. There are too many items to have two of everything.

tomurban
 
I'm having the same problem editing built-in assets. I didn't appreciate the difference between editing and cloning. Sorry, but I'm a newbie to 2010 and similar versions.

Could someone tell me what happens to the original built-in assets if you clone them - do you end up with twice as many assets and what happens to the kuid numbers?

Will it effectively hide the originals, such that all I see in Surveyor are my edited clones?

And lastly, does PEV's PM2IM hunt down and fix multiple assets if they are buried in their own sub-folders, or does it have to be applied to each asset individually?


.
 
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Deane,

PM2IM will search for pm's to convert, if launched correctly. You need to open a bunch of assets for editing then use the Content Manager OpenWith menu. The latest version of PM2IM will automatically set this up if your have TS2009 and/or TS2010 installed in the default locations.

Please note that PM2IM will not trawl for IM's for texture stripping, or specular adjustment.
 
I read that to mean I'd be editing a bunch of cloned assets. So that still leaves the question of what happens to the originals (parents?) and how all these clones are numbered in terms of kuids.

But thanks for the quick and factual response Peter. I guess there's no chance of the trawling ability being added in some later edition of PM2IM is there?

~ Deane
 
Afaik the cloned asset gets a new kuidnumber with your own user ID.
The original (parent) stays as it was before and isn't touched in any way.

Greetings from rainy Amsterdam,

Jan.
 
Oh my god, all it did was horrify and confuse me, I'm sorry.

I'm really starting to wonder about TS2010. I'm trying to simply rename built-in assets so I have some hope of finding things where I expect them to be. In order to do that I have to edit them. I tried cloning an example and it creates a totally unrelated new kuid (and not with my author ID, but maybe because I haven't registered 2010 yet). I don't want multiple copies of assets, I just want to fix them. But editing unleashes all sorts of demons from the database. I'm not looking forward to manually, one by one, fixing all the artificially suppressed 'missing texture.txt' errors. There are thousands of them. Surely there must be a way of automatically doing this? Auran please write a program or better still fix the errors properly instead of just suppressing the error reports; this is a nightmare.

Another thing I noticed while tinkering was that a whole swag of valuable info in legacy assets, in the form of the old "Type" tag, has been wasted. I don't seem to be able to construct a filter that finds and uses this tag. It could be my inexperience at using filters, but has anyone found a way to do this?
 
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Deane,
All those missing texture.txt messages are caused when you open built-in content for editing because there are no images + texture.txt files in the asset. All textures are compressed binaries, which you must convert to TGA's if you wish to re-commit.

If you set up my Images2TGA in the CM3 OpenWith menu it will make the TGAs and the texture.txt files automatically.
 
OK I'll do that Peter, thanks.

Will those TGA's be re-compressed to .texture files as part of the Commit process? If not, is there another utility that converts TGA's back to compressed binary .texture files?


p.s. How do you "set up Images2TGA in the CM3 OpenWith menu"? Edit: OK, I see that's in the Images2TGA menu, under SetUp.
 
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