Jump to content
Rodigol

Bulldozer displays "Cannot Load Texture" message.

Recommended Posts

Hello everyone, noob here making his second map, and the bulldozer presents an error message after I've generated the layers.

 

This is a 30720m terrain based on a real world location.

 

The satellite picture uses a 15360px image (2m/px), and the texture mask uses the same resolution with 8 colours. Gridsize is 1024, and cell size is 30m. It also has a normal map with a 1024px resolution created in 

 

Satellite/surface (mask) tiles are 512x512 with a desired overlap of 16, and the texture layer is 30mx30m. I do not know what the previous mean, btw.

 

o3J468E.png

 

I2rH3eQ.png

 

I used 4 materials per cell after the 5 material-per cell gave me an error similar to this one:

prop3.PNG

 

which was obtained from this same site.

 

My problem is somewhat different, as it presents this error:

 

UId6DAo.png

 

Note that this is part of the layers.cfg:
 

Quote

class Layers
{
    class gdt_dry_grass
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_dry_grass.rvmat";
    };
    class gdt_grass_green
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_grass_green.rvmat";
    };
    class gdt_beach
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_beach.rvmat";
    };
    class gdt_forest_pine
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_forest_pine.rvmat";
    };
    class gdt_marsh
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_marsh.rvmat";
    };
    class gdt_dirt
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_dirt.rvmat";
    };
    class gdt_mud
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_mud.rvmat";
    };
    class gdt_stony
    {
        texture = #(rgb,1,1,1) color (0.5,0.5,0.5,1,cdt);
        material = "Ranco2\data\gdt_stony.rvmat";
    };
};

class Legend
{
picture = "Ranco2\source\SurfaceMapLegend.png";
    class Colors
    {
        gdt_green_grass[] = {{255,0,0}};
        gdt_stony[] = {{0,0,127}};
        gdt_forest_pine[] = {{255,0,255}};
        gdt_dry_grass[] = {{0,255,0}};
        gdt_dirt[] = {{0,127,0}};
        gdt_mud[] = {{0,255,255}};
        gdt_marsh[] = {{127,0,0}};
        gdt_beach[] = {{255,255,0}};
    };
};

 

 

 

I suspect that the problem is caused by any of these:
 

  • My code has errors.
  • A cell has more than 4 materials.
  • The colours aren't in the map legend(?)
  •  

The error message can't be closed and I can´t use the bulldozer to work on the terrain.

 

Is there any way to fix this?

Share this post


Link to post
Share on other sites

 

I tried to edit the message to add some info, but couldn't, so I'll post the edit here.

 

10 minutes ago, Rodigol said:

I used 4 materials per cell after the 5 material-per cell gave me an error similar to this one:

prop3.PNG

 

which was obtained from this same site.

 

My problem is somewhat different, as it solved the "s_000_000" message but now presents this error:

 

UId6DAo.png

 

Note that this is part of the layers.cfg:

Share this post


Link to post
Share on other sites

Aside to consider increasing gridsize ... 30mt cell size is a bit .......,

(ideals values for my experience are 4096 x 7.5  and increasing sat map ........ 1m/px)

I use 6 colors without problems... 

for your problem tries to remove the check from "convert exported textutes" .....

after generating layers,  open BD and BD convert textures by yourself

  • Like 1

Share this post


Link to post
Share on other sites

Cell size of 30 is going to look crap tbh. Use 4096@7.5 like W4lly63 said.

 

Rule of thumb when exporting layers is, always delete all the files in data\layers, THEN export layers. Don't tick the "convert exported textures into paa files" Use this batch script instead, as its a lot quicker!

 

 

Next rule, always tag your files! Go change your surface.rvmat's so gdt_dry_grass.rvmat will become rodigol_dry_grass.rvmat. Also copy the textures to your data folder and rename and tag them, so you can have custom clutter and you won't be over riding stuff on the default terrains! Also make sure you are using tags in your configs

  • Like 2

Share this post


Link to post
Share on other sites

Thank you both for the answers.

 

On 2017-7-25 at 2:16 AM, W4lly63 said:

Aside to consider increasing gridsize ... 30mt cell size is a bit .......,

(ideals values for my experience are 4096 x 7.5  and increasing sat map ........ 1m/px)

I use 6 colors without problems... 

for your problem tries to remove the check from "convert exported textutes" .....

after generating layers,  open BD and BD convert textures by yourself

 

 

On 2017-7-25 at 9:05 AM, RoF said:

Cell size of 30 is going to look crap tbh. Use 4096@7.5 like W4lly63 said.

 

Rule of thumb when exporting layers is, always delete all the files in data\layers, THEN export layers. Don't tick the "convert exported textures into paa files" Use this batch script instead, as its a lot quicker!

 

 

Next rule, always tag your files! Go change your surface.rvmat's so gdt_dry_grass.rvmat will become rodigol_dry_grass.rvmat. Also copy the textures to your data folder and rename and tag them, so you can have custom clutter and you won't be over riding stuff on the default terrains! Also make sure you are using tags in your configs

 

I copied the textures I planned to use into their own folder, so I guess that the originals will be safe. 

 

As for the cell size, since the resolution in opentopo.sdsc.edu was 30m, I thought a size of 30 would be OK for the map... until I tried to use the bulldozer to adjust the terrain to the satellite image and I got blocky rivers and the like.

 

I'll be trying your suggestions now. Again, thank you both.

 

UPDATE: The issue was fixed once I wtiched to 6 textures.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×