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wedge123

Texture File path Issue - Textures Missing?

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Hi Guys,

 

I have a backlog of models i have been working on for some time, most of which are ready to bring into arma.

I thought i would start with a small one as its been a long time since doing it.

 

So i have brought the model in with no problems however my uv texture is not working.

Here is the log from PBOproject.... and my texture is in p:\twa_civilian\data\telecoms.paa

 

Could someone please help me out as ive been trying for a couple of days now and do not want to give up before ive even started....not in my nature  :D

 

rapify x64UnicodeVersion 1.75, Dll 5.24 "config.cpp"
scanning cfgPatches...ok (altered)
No Error(s)
Output is to config.bin


TWA_civilian\data\Telecoms.paa
1 File(s) copied
TWA_civilian\texHeaders.bin
1 File(s) copied
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
MakePbo: Building entries:...
config.bin 
Telecoms.paa 
texHeaders.bin 
TWA_pcp.p3d scanning...
p3d: p:\temp\TWA_civilian\TWA_pcp.p3d
missing \p:\twa_civilian\data\telecoms.paa

I greatly appreciate your help and hope i can produce some nice items for the community,

 

Thanks

 

Wedge

 

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So i have been trying again this morning for the last 2 hours, and still no joy??!

I rebuilt the file folders to check i had everything in place.

 

Its this part i just cant get my head around...

 

@TWA\TWA_Objects\TWA_Telecom\texHeaders.bin
1 File(s) copied
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
        1 file(s) copied.
MakePbo: Building entries:...
config.bin 
Telecoms.paa 
texHeaders.bin 
TWA_pcp.p3d scanning...
p3d: P:\temp\@TWA\TWA_Objects\TWA_Telecom\TWA_pcp.p3d
missing \p:\@twa\twa_objects\twa_telecom\data\telecoms.paa

Its still telling me that this file is missing but its not, its there.

 

My process is as follows

 

3DS Max Exported as fbx -

Imported to OB -  

Check file path to textures in OB -

Save as p3d to @TWA\TWA_objects\TWA_Telecom\TWA_pcp.p3d

 

I can see its doing something with the temp folder but im just not getting it.

I tried it with a simpler file system too using just P\:pcp\pcp.p3d and this still didnt work.It Cant find the texture file.

 

I know this is probably the most basic and simple solution however i am struggling to find it. I have followed all the tutorials i can to the T!

 

I would be most grateful for some assistance.

Thanks again in advance

 

Wedge

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Did you rename the texture directories through Tools > Mass Texture & Material renaming... ?

 

 

Your texture should be something like:

\mypbo\food\data\tacticalbacon_co.paa

instead of:

C:\Users\YourName\Documents\Projects\MyProject\mypbo\food\data\tacticalbacon_co.paa

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Yes i did.

I just tried yet again. i made a basic box. Imported to OB. Checked texture path by pushing E and also checked mass renaming and all point to P:\atest\telecoms.paa 

new file system as follows

 

P:\atest including

atest.paa

telecoms.paa

config.cpp

 

I thought i couldnt get any more simple than that. Source folder in PBOproject is P:\atest

 

Crunched it and same error.

 

atest.p3d scanning...
p3d: P:\temp\atest\atest.p3d
missing \p:\atest\telecoms.paa

Tearing my hair out!!  :wacko:

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The texture paths shouldn't contain the drive (i.e. P:\). They should just be 'atest\telecoms.paa'

Go to 'FILE - SETTINGS' in Object Builder and make sure the 3rd option called 'Path to Textures' is set to 'P:\' like this.

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1. don't use P:\mymod\addons\data, use \mymod\addons\data structure instead

2. use texture suffixed for all maps - see wiki for types

3. don't use @ in the p directory

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and you must have set a proper work directory for pboProject... iirc

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and you must have set a proper work directory for pboProject... iirc

even with default arma P drive it should work

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Hey guys,

i have been through and corrected my errors and thanks to Jackals comment i double checked my OB setting it was showing the correct path but i reset anyway and seemed to clear my error.

Thanks again.

 

http://i.imgur.com/yYwjdmH.jpg

 

While im here would anyone be able to explain the weird effect on my textures when object is facing the sun?

Bearing in mind i only have a basic unwrap and no other materials as yet.

 

http://i.imgur.com/kXfJz4m.jpg

 

Thanks again

 

Wedge

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Hey guys,

i have been through and corrected my errors and thanks to Jackals comment i double checked my OB setting it was showing the correct path but i reset anyway and seemed to clear my error.

Thanks again.

 

http://i.imgur.com/yYwjdmH.jpg

 

While im here would anyone be able to explain the weird effect on my textures when object is facing the sun?

Bearing in mind i only have a basic unwrap and no other materials as yet.

 

http://i.imgur.com/kXfJz4m.jpg

 

Thanks again

 

Wedge

You're welcome.

As the object is rather square, try sharpening the edges in Object Builder with the 'I' key. That may fix the issue.

As an example

,cylinder_example.jpg

The left-most cylinder is the default kind, created with all edges smoothed (and exhibiting similar lighting issues to your image). The middle is all edges sharpened (notice the sharp transition around the curves of the cylinder). The right-most is with just the top and bottom ends sharpened. This creates the proper lighting, and I think is the route cause of your issue.

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that particular error is due to the fact that you don't have a shadowlod, or if you have, the visual lods don't have a lodnoshadow = 1 property

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At the moment i was literally just trying to get the model ingame just to see wether my textures looked decent against the bis textures. Maybe you guys could give some feedback  :)  .... i know its only a basic model but feedback is always welcome, And being a telephone engineer i can assure you it looks consistent with the real thing  :D

 

SO anyway... i dont have any other LODs setup as yet, so hopefully that will be the issue resolved. I will work on the other LODs over the next day or two, fingers crossed.

 

Thanks Again

 

Wedge

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At the moment i was literally just trying to get the model ingame just to see wether my textures looked decent against the bis textures. Maybe you guys could give some feedback  :)  .... i know its only a basic model but feedback is always welcome, And being a telephone engineer i can assure you it looks consistent with the real thing  :D

 

SO anyway... i dont have any other LODs setup as yet, so hopefully that will be the issue resolved. I will work on the other LODs over the next day or two, fingers crossed.

 

Thanks Again

 

Wedge

And that is quite alright. But you can check your textures without the mentioned visual error simply by adding in the name properties the following value: LodNoShadow 1. The object will not cast a shadow anymore, but that is not needed either for testing your textures ingame.

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So i tried this and please correct me if i have done it incorrectly...

 

Alt-p for named selections

Property name = LodNoShadow

Value = 1

 

I have tried this in LOD 1 and shadow volume 0,000 and still have the texture issue. Maybe i have misinterpreted your instructions.

 

----

 

I have since Added All relevent LODs

LOD 1.000

Shad 0.000

Geo

View

Fire

 

and still have texture issue.Any ideas??

 

Thanks

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