mrewok 47 Posted March 10, 2015 Hi everyone i'm posting it here cause i can't find any "texturing" thread on the forums (if there is one please move it to where it belong and tell me to buy new eyes:)). So my trouble is the following: I have created a 4k texture for a hmmwv turret and when i apply it to my model i've got this: At start i've trought that was due to the fact my texture have the turret glasses so i switch _co to _ca but error still occur. Here's my Rvmat's : OGPK_Glasses.rvmat ambient[] = {1.0,1.0,1.0,1.0}; diffuse[] = {1.0,1.0,1.0,1.0}; forcedDiffuse[] = {0.0,0.0,0.0,0.0}; emmisive[] = {0.0,0.0,0.0,1.0}; specular[] = {0.85,0.85,0.9,1.0}; specularPower = 100.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "EWK_M1151\OGPK\OGPK_n_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage2 { texture = "EWK_M1151\HMMWV\data\detailmapy\metal_rough_dt.paa"; uvSource = "tex"; class uvTransform { aside[] = {4.0,0.0,0.0}; up[] = {0.0,4.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage5 { texture = "EWK_M1151\OGPK\OGPK_s_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnelGlass(1.9)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage7 { texture = "A3\data_f\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; OGPK.rvmat class StageTI { texture = "EWK_M1151\HMMWV\data2\default_vehicle_ti_ca.paa"; }; ambient[] = {0.89,0.8919999,0.89,1}; diffuse[] = {0.89,0.8919999,0.89,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.6930002,0.6620002,0.5720002,1}; specularPower = 50; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "EWK_M1151\OGPK\OGPK_n_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {8,0,0}; up[] = {0,8,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "EWK_M1151\OGPK\OGPK_occlusion_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "EWK_M1151\OGPK\OGPK_s_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(7.53,5.44)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "A3\data_f\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; From what i can read on the bis wiki error 7 is caused by an #inlcude or #defien but as it's happen on a texture i'm a bit lost. Do someone have any hints on it? Thanks! MrEwok Share this post Link to post Share on other sites
Tom_48_97 523 Posted March 10, 2015 Hello, Can you provide the mentioned texture file and copy/paste its definition from the config? The error 7 mainly occurs for config / scripts, but those are not the only files to be read by the PreProcessor ;) Share this post Link to post Share on other sites
mrewok 47 Posted March 10, 2015 Yeah of course :) . Here is the part of the config : class EWK_m1151_m2_deployment_Bumper_OGPK: EWK_HMMWV_Base { author = "MrEwok"; //////////////////////////////////////////////////////////////////////////////////////////////////////////CUSTOM RT1523 With sidehat mounted //////////////////////////////////////////////////////////////////////// tf_encryptionCode = "tf_west_radio_code"; // Variable name with default encryption code for radio tf_range_api = 50000; // Range of transmission for vehicle-mounted radio tf_dialog_api = "EWK_TF_RT1523_dialog"; // Name of the dialog for vehicle-mounted radio tf_dialogUpdate_api = "call TFAR_fnc_updateLRDialogToChannel;"; // The update function for dialog tf_subtype_api = "digital_lr"; // Radio subtype – affects DSP effects. Valid values are – digital_lr, digital, airborne //////////////////////////////////////////////////////////////////////////////////////////////////////////CUSTOM RT1523 END ///////////////////////////////////////////////////////////////////////////////////////// side=1; scope=2; model = "\EWK_M1151\m1151_m2_deployment_Bumper_OGPK.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; faction = "BLU_F"; vehicleClass = "EWK_Cars"; displayname = "HMMWV M1151 Frag6 (OGPK)"; threat[]={1,0.60000002,0.60000002}; driverLeftHandAnimName="drivewheel"; driverRightHandAnimName=""; driverLeftLegAnimName = ""; driverRightLegAnimName = "pedal_thrust"; transportSoldier=4; cargoAction[] = // test turn in/out remove it if not needed { "HMMWV_Cargo01", "HMMWV_Cargo01", "HMMWV_Cargo01", "Mortar_Gunner" }; armor=160; damageResistance=0.030990001; Picture = "\EWK_M1151\UI\Pic_M1151_Gyro_Deployment_ca.paa"; Icon = "\EWK_M1151\UI\icon_hmmwv_Frag6_ca.paa"; class Eventhandlers { init= "_this execVM '\EWK_M1151\Scripts\DamagedRadio.sqf' ; _this execVM '\EWK_M1151\Scripts\Init_Turn_In_Out.sqf'"; }; class Library { libTextDesc = "HMMWV M1151-M2_Armored"; }; class Turrets: Turrets { class MainTurret: MainTurret { body="mainTurret"; gun="mainGun"; weapons[]= { "HMG_M2" }; magazines[]= { "100Rnd_127x99_mag_Tracer_Red", "100Rnd_127x99_mag_Tracer_Red", "100Rnd_127x99_mag_Tracer_Red", "100Rnd_127x99_mag_Tracer_Red", "100Rnd_127x99_mag_Tracer_Red", "100Rnd_127x99_mag_Tracer_Red", "100Rnd_127x99_mag_Tracer_Red", "100Rnd_127x99_mag_Tracer_Red" }; soundServo[]= { "A3\sounds_f\dummysound", 0.0099999998, 1, 10 }; minElev=-25; maxElev=60; gunnerAction="HMMWV_Gunner_EP1"; viewGunnerInExternal=1; castGunnerShadow=1; stabilizedInAxes="StabilizedInAxesBoth"; turretInfoType="RscOptics_Offroad_01"; discreteDistance[]={100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}; discreteDistanceInitIndex=2; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; class ViewGunner: ViewOptics{}; }; }; class AnimationSources: AnimationSources { class ReloadAnim { source="reload"; weapon="HMG_M2"; }; class ReloadMagazine { source="reloadmagazine"; weapon="HMG_M2"; }; class Revolving { source="revolving"; weapon="HMG_M2"; }; class Open_door_AVG { source = "user"; animPeriod = 1; initPhase = 0; }; class Open_door_AVD { source = "user"; animPeriod = 1; initPhase = 0; }; class Open_door_AD { source = "user"; animPeriod = 1; initPhase = 0; }; class Open_door_BG { source = "user"; animPeriod = 1; initPhase = 0; }; class Camonet_hide { source = "user"; animPeriod = 1; initPhase = 0; }; class TurretCamonet_hide { source = "user"; animPeriod = 1; initPhase = 0; }; class CamonetAD_hide { source = "user"; animPeriod = 1; initPhase = 0; }; class CamonetAVD_hide { source = "user"; animPeriod = 1; initPhase = 0; }; class CamonetBG_hide { source = "user"; animPeriod = 1; initPhase = 0; }; class CamonetAVG_hide { source = "user"; animPeriod = 1; initPhase = 0; }; class Open_TrunkMain { source = "user"; animPeriod = 1; initPhase = 0; }; class Open_Trunk { source = "user"; animPeriod = 1.5; initPhase = 0; }; class Wheel_trunk_rot { source = "user"; animPeriod = 1; initPhase = 0; }; class Com_hide { source = "dammage"; animPeriod = 1; initPhase = 0; }; }; class UserActions { class Open_door_AVG { displayName="$STR_EWK_OPN_PAVG"; onlyforplayer = false; position="Door_AVG_Trig"; radius=2; condition="this animationPhase ""Open_door_AVG"" < 0.5 AND gunner this != player"; statement="this animate [""Open_door_AVG"", 1] ;this execVM '\EWK_M1151\Scripts\DoorSound_OPN.sqf'"; }; class Close_Door_AVG : Open_door_AVG { displayName="$STR_EWK_CLS_PAVG"; condition="this animationPhase ""Open_door_AVG"" >= 0.5 AND gunner this != player"; statement="this animate [""Open_door_AVG"", 0] ;this execVM '\EWK_M1151\Scripts\DoorSound_CLS.sqf'"; }; class Open_door_AVD { displayName="$STR_EWK_OPN_PAVD"; onlyforplayer = false; position="Door_AVD_Trig"; radius=2; condition="this animationPhase ""Open_door_AVD"" < 0.5 AND gunner this != player"; statement="this animate [""Open_door_AVD"", 1] ; this execVM '\EWK_M1151\Scripts\DoorSound_OPN.sqf'"; }; class Close_Door_AVD : Open_door_AVD { displayName="$STR_EWK_CLS_PAVD"; condition="this animationPhase ""Open_door_AVD"" >= 0.5 AND gunner this != player"; statement="this animate [""Open_door_AVD"", 0] ; this execVM '\EWK_M1151\Scripts\DoorSound_CLS.sqf'"; }; class Open_door_BG { displayName="$STR_EWK_OPN_PAG"; onlyforplayer = false; position="Door_BG_Trig"; radius=2; condition="this animationPhase ""Open_door_BG"" < 0.5 AND gunner this != player"; statement="this animate [""Open_door_BG"", 1] ; this execVM '\EWK_M1151\Scripts\DoorSound_OPN.sqf'"; }; class Close_Door_BG : Open_door_BG { displayName="$STR_EWK_CLS_PAG"; condition="this animationPhase ""Open_door_BG"" >= 0.5 AND gunner this != player"; statement="this animate [""Open_door_BG"", 0] ; this execVM '\EWK_M1151\Scripts\DoorSound_CLS.sqf'"; }; class Open_door_AD { displayName="$STR_EWK_OPN_PAD"; onlyforplayer = false; position="Door_AD_Trig"; radius=2; condition="this animationPhase ""Open_door_AD"" < 0.5 AND gunner this != player"; statement="this animate [""Open_door_AD"", 1] ; this execVM '\EWK_M1151\Scripts\DoorSound_OPN.sqf'"; }; class Close_Door_AD : Open_door_AD { displayName="$STR_EWK_CLS_PAD"; condition="this animationPhase ""Open_door_AD"" >= 0.5 AND gunner this != player"; statement="this animate [""Open_door_AD"", 0] ; this execVM '\EWK_M1151\Scripts\DoorSound_CLS.sqf'"; }; //Desert General Camonet ..... class Camonet_hide { displayName="$STR_EWK_RMV_DES_CAMNET"; onlyforplayer=0; position="Door_AVG_Trig"; radius=2; condition="!(isClass(configFile >> ""CfgPatches"" >> ""agm_core"")) AND this animationPhase ""Camonet_hide"" >= 0.5 AND gunner this != player"; statement="this call Script_Action_Filet_Enlever;"; }; class Camonet_Unhide: Camonet_hide { displayName="$STR_EWK_ADD_DES_CAMNET"; condition="!(isClass(configFile >> ""CfgPatches"" >> ""agm_core"")) AND this animationPhase ""Camonet_hide"" < 0.5 AND gunner this != player"; statement="this spawn Script_Action_Filet_Desert;"; }; /////////////////////////////////////////////////////Trunk/////////////////////////////////////// class Open_TrunkMain { displayName="$STR_EWK_OPN_TRNK"; onlyforplayer = false; position="trunk_handle"; radius=2; condition="this animationPhase ""Open_TrunkMain"" < 0.5"; statement="this animate [""Open_TrunkMain"", 1] ; this animate [""Open_Trunk"", 1] ; this animate [""Wheel_trunk_rot"", 1] ; this execVM '\EWK_M1151\Scripts\DoorSound_OPN.sqf'"; }; class Close_TrunkMain : Open_TrunkMain { displayName="$STR_EWK_CLS_TRNK"; condition="this animationPhase ""Open_TrunkMain"" >= 0.5"; statement="this animate [""Open_TrunkMain"", 0] ; this animate [""Open_Trunk"", 0] ; this animate [""Wheel_trunk_rot"", 0] ; this execVM '\EWK_M1151\Scripts\DoorSound_CLS.sqf'"; }; ///////////////////////////////////////////////////Trunk End//////////////////////////////////////// }; class TransportWeapons{}; class Damage { tex[] = {}; mat[] = { "EWK_M1151\HMMWV\data2\hmmwv_body_1.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_body_1_damage.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_body_1_destruct.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_hood.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_hood_damage.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_hood_destruct.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_parts_1.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_parts_1_damage.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_parts_1_destruct.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_regular_gpk.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_regular_1_damage.rvmat", "EWK_M1151\HMMWV\data2\hmmwv_regular_1_destruct.rvmat", //////////////////////////////////////////OGPK MAT START ////////////////////////////////////////////// "EWK_M1151\OGPK\OGPK_d_ca.paa", "EWK_M1151\HMMWV\data2\hmmwv_gpk_tower_damage.rvmat", //togo "EWK_M1151\HMMWV\data2\hmmwv_gpk_tower_destruct.rvmat", //todo //////////////////////////////////////////OGPK MAT END ///////////////////////////////////////////////// "EWK_M1151\HMMWV\data2\default.rvmat", "EWK_M1151\HMMWV\data2\default.rvmat", "EWK_M1151\HMMWV\data2\default_destruct.rvmat", "EWK_M1151\hmmwv\data\hmmwv_glass.rvmat", // material mapped in model "EWK_M1151\HMMWV\data\hmmwv_glass_half_d.rvmat", // changes to this one once damage of the part reaches 0.5 "EWK_M1151\HMMWV\data\hmmwv_glass_half_d.rvmat" // changes to this one once damage of the part reaches 1 }; }; HiddenSelections[] = { "camo", //0 "camo1", "camo2", "camo3", "Glasses", "TeamColor", "OGPK_Camo" // "CamonetUpTurret" //6 }; HiddenSelectionsTextures[] = { "EWK_M1151\HMMWV\data2\hmmwv_body_canvas_1_co.paa", "EWK_M1151\HMMWV\data2\hmmwv_hood_canvas_co.paa", "EWK_M1151\HMMWV\data2\hmmwv_regular_1_co.paa", "EWK_M1151\HMMWV\data2\hmmwv_gpk_tower_co.paa", "EWK_M1151\hmmwv\data\hmmwv_glass_ca.paa", "EWK_M1151\Textures\TeamColors\hmmwv_details_2_co.paa" , "EWK_M1151\OGPK\OGPK_d_ca.paa" // "EWK_M1151\camonet\camonet_reworked_d_ca.paa" // 6 // "ewk_m1151\T_Misc_e\camonet_nato_desert_co.paa" // 6 (old camonet) }; }; And here are the .paa (i've included both _co and _ca cause both have the same issue): OGPK_Tex_error7.zip (i hope dropbox is fine if not i'll upload it somewhere else). Thanks :) Share this post Link to post Share on other sites
kuIoodporny 45 Posted November 6, 2015 The error could be caused by referencing texture as material in oxygen. To check it, look at SECTIONS screen in Object Builder and try to find a section that contains your offending texture set as material. Share this post Link to post Share on other sites