SP1 and how I (you) fixed it!

I can't help but wonder if this was once the official position regarding thumbnails?

You've convinced me of nothing, as I am sure I have not convinced you.

We're done here.
 
Simply put, not having a thumbnail is an error. Albeit a minor one, it is still an error, and in this case we now show this.. Previously, it was a warning, however as we have stated many time warnings will often become errors eventually

Unfortunately Zec is mistaken. Not having a thumbnail on an asset in TS12 SP1 will not generate an error, nor will it generate a warning. What it will do is show errors for invalid or incorrectly specified thumbnails.

Having asset thumbnails has been a requirement of DLS content for a long time, but that requirement has not yet been made in local validation. I'm willing to say that I think it should be, if only to avoid the surprise people get when their valid local content is rejected from the DLS.

Terry Palmer
Programmer
N3V Games
 
I got a surprise on two older items that I had reskinned, where the thumbnail was specified but for some unknown reason there was also a texture.txt file along with it. That file wasn't needed, as it wasn't used as a texture.

Before it uploaded OK, 2 days ago I was reuploading it to correct the uniform color warning, and I got a message saying that it wasn't allowed.

Simple fix, delete the unneeded texture.txt file and reupload, but I found it interesting.
 
I got a surprise on two older items that I had reskinned, where the thumbnail was specified but for some unknown reason there was also a texture.txt file along with it. That file wasn't needed, as it wasn't used as a texture.

Before it uploaded OK, 2 days ago I was reuploading it to correct the uniform color warning, and I got a message saying that it wasn't allowed.

Simple fix, delete the unneeded texture.txt file and reupload, but I found it interesting.

Yeah, the problem here is that when committed the raw texture will be compressed (to .texture) and then deleted. The thumbnail may appear to work if it's still in a local cache, but once packaged up and installed on another another machine the thumbnail will disappear.

If the .texture is unused you can remove it. Alternatively you can just specify the .texture file in the thumbnails container.

Terry Palmer
N3V Games
 
I got a surprise on two older items that I had reskinned, where the thumbnail was specified but for some unknown reason there was also a texture.txt file along with it. That file wasn't needed, as it wasn't used as a texture.

Before it uploaded OK, 2 days ago I was reuploading it to correct the uniform color warning, and I got a message saying that it wasn't allowed.

Simple fix, delete the unneeded texture.txt file and reupload, but I found it interesting.

The commit process just picks up all the asset "type" files and includes them in the asset. At least it did that prior to SP1 and perhaps still does. Its very easy to leave unused files such as textures in a working directory and especially with complex models. I can recall leaving an old script file in a working directory and then getting a parse error for that file.

I guess it would be nice if the commit process tagged unused files but its probably more of a "housekeeping" role for the creator/modifier.

By "type" files I mean files that would be used by the asset. It does not include 3D source files such as Blender files.
 
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