i need help please
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DarkDragon
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i need help please
please help me... i have been building trucks for about 2 weeks now and i have gotten most of it down accept i have a few problems.. the current one is that once i am done painting the truck and saving it and after im done. i load it into TRACKED2 and it is there and it is fine and it looks like i want it to... i then create a .pod file and pod it using podini but when i launch mtm2 and select my truck it always causes a error in the 2nd .raw and it says "bad texture size" .. i have am not sure how do fix this please help me.
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DarkDragon
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Angus
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- Location: Ardrossan, Alberta, Canada
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I believe you've left your texture at 16.7 million colors. In PSP, open it as 256x256, three-channel rgb, 0 byte header, interleaved rgb, and order rgb. Reduce the colors to 256, save your palette, save the texture, and go. I'm not sure about this - I don't use Tracked2, but I'm guessing it can handle 24-bit textures.
-Angus
Keep on truckin!
http://angus.karf.net/
[img]http://angus.karf.net/smsmash.gif"%20width=75%20height=75%20alt="Angus's%20Smiley%20Smasher[/img]
-Angus
Keep on truckin!
http://angus.karf.net/
[img]http://angus.karf.net/smsmash.gif"%20width=75%20height=75%20alt="Angus's%20Smiley%20Smasher[/img]
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DarkDragon
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DarkDragon
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Do you still have the pod you made using tracked2? If yes, zip it up and send it to me. phineus@karf.net
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DarkDragon
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i just made another truck (i loaded blank template and painted that) increased the colors to 16m did what i had to do, decreased the colors to 256 and then saved the .raw and the .pal. i then copied the .bin and used the bin replacer, i made the copied the .trk file and i made the .lst file, i then loaded the truck into TRACKED2 and i was able to see it , i then podded it successfully and i launched mtm2 and i got the same problem "bad texture size" in .raw1..
I just ran two successful laps on crazy98.
Jam-N-Jim was on the right course on this one. The problem had to do with the number of characters in the file names. But rather than too many, this was a case of too few.
For example, the Black Stallion truck uses these model files:
STALLION.BIN
STALLIO0.BIN
STALLIO1.BIN
And these models call for these textures:
STALLIO1.RAW
STALLIO1.ACT
STALLIO2.RAW
STALLIO2.ACT
Notice that each texture file name has eight characters in it. What you should try to do when repainting a truck is use the same number of characters in your new texture name. Like this:
old file name
STALLIO1.RAW
12345678.RAW
new file name
NEWFILE1.RAW
12345678.RAW
Mdmre's bin texture replacer can sometimes handle file names that are different lengths, but it works best when they are the same length. In this case, eight characters.
An interesting thing to note was that once the bin file had been changed using a different name length for the texture, I could not just re-replace it. It became corrupted and no longer usable. I had to contact DarkDragon to find out what the base truck had been. Once I knew that, I re-extracted the original body, renamed it (and the textures), replaced everything and voila. Works like a charm now.
Last note. Please podzip your work.
Get your truck here
http://karf.net/mal/dRo.zip
That's a temporary link
[This message has been edited by Phineus (edited 22-04-2001).]
Jam-N-Jim was on the right course on this one. The problem had to do with the number of characters in the file names. But rather than too many, this was a case of too few.
For example, the Black Stallion truck uses these model files:
STALLION.BIN
STALLIO0.BIN
STALLIO1.BIN
And these models call for these textures:
STALLIO1.RAW
STALLIO1.ACT
STALLIO2.RAW
STALLIO2.ACT
Notice that each texture file name has eight characters in it. What you should try to do when repainting a truck is use the same number of characters in your new texture name. Like this:
old file name
STALLIO1.RAW
12345678.RAW
new file name
NEWFILE1.RAW
12345678.RAW
Mdmre's bin texture replacer can sometimes handle file names that are different lengths, but it works best when they are the same length. In this case, eight characters.
An interesting thing to note was that once the bin file had been changed using a different name length for the texture, I could not just re-replace it. It became corrupted and no longer usable. I had to contact DarkDragon to find out what the base truck had been. Once I knew that, I re-extracted the original body, renamed it (and the textures), replaced everything and voila. Works like a charm now.
Last note. Please podzip your work.
Get your truck here
http://karf.net/mal/dRo.zip
That's a temporary link
[This message has been edited by Phineus (edited 22-04-2001).]
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DarkDragon
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- Joined: Sun Apr 15, 2001 2:01 pm
thanks for doing all that hard work and all... i fell dumb but after u told me that i had to few letters i tried making another truck, and i spent alot of time making sure i was making the right steps and i did just about everything ... i wasnt sure what to name the .raw files so i just named them aaaaaaa1.raw and aaaaaaa2.raw, and i decreased the colors to 256 and saved the .raw and the .pal.... copyied the .bins, copied the .trk and made the .lst, i went to load it into TRACKED2 and it caused a error AGAIN... this problem is very difficult and i have no clue on how to come about this. if u have any suggewstions PLEASE help me!
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DarkDragon
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- Joined: Sun Apr 15, 2001 2:01 pm
Not a pest, you just haven't given enough information for anybody to respond to. If you followed everything above, then there would be no problem. You've missed something along the way but unless somebody has esp, there's no way to know what.
I assume you're repainting a truck. So, what truck did you start with? What files did it use? What did you change the files names too? Where did you do the work (on the hdd), and where did you copy them to?
I assume you're repainting a truck. So, what truck did you start with? What files did it use? What did you change the files names too? Where did you do the work (on the hdd), and where did you copy them to?
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DarkDragon
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- Joined: Sun Apr 15, 2001 2:01 pm
ok i will try and explain everything i did.. i opened the blank palletts of firestn wilderness that i dl/ed at the karf.net site and i increased the colors to 16m on both files/blank palletts.. i then put words on the side and on the hood.. decreased colors to 256 saved the file as aaaaaa1.raw and aaaaaaa1.pal.... and aaaaaaa2.raw and aaaaaaa2.pal,then i turned the .raws into .acts (aaaaaaa1.act & aaaaaaa2.act) then i copied the firestn.bin firestn0.bin and firestn1.bin as aaaaaaa.bin aaaaaaa0.bin and aaaaaaa1.bin.. used the bin replacer and changed the firestn.raws with the aaaaaaa.raw's.. after that i copied the firestn.trk as aaaaaaa.trk. then i created a aaaaaaa.lst file and did the art/aaaaaaa1.act stuff and saved it as aaaaaaa.lst. then quit.. launched TRACKED2 and it caused a "MRGL: texture - Bad texture size : aaaaaaa2.raw
>>i opened the blank [template] of firestn wilderness that i dl/ed at the karf.net site and i increased the colors to 16m on both files/blank palletts.. i then put words on the side and on the hood.. decreased colors to 256 saved
That sounds fine.
But notice:
<table><tr><td>FIRESTN1.RAW
FIRESTN1.ACT
FIRESTN2.RAW
FIRESTN2.ACT</td><td>aaaaaa1.raw*
aaaaaaa1.pal/act
aaaaaaa2.raw
aaaaaaa2.pal/act</td></tr></table>
In retyping the info here on the message board, you've short changed yourself a character on aaaaaa1.raw. If you've done that when naming a file or when using the texture replacer then it's possible to come up with the same error message. You have to be extremely careful with file names. Any slight variation may cause problems. Even if you name the file correctly but type it incorrectly in the texture replacers, you'll still get problems.
Reminder: When replacing textures be sure to include the raw extenstion. Ex. "aaaaaaa1.raw" You need the whole name, not just the "aaaaaaa1" part.
>>then i copied the
firestn.bin firestn0.bin and firestn1.bin
aaaaaaa.bin aaaaaaa0.bin and aaaaaaa1.bin.
That looks fine.
>>used the bin replacer and changed the
firestn.raws with the aaaaaaa.raw's..
That looks fine too, as long as you haven't mistyped anything.
>>firestn.trk as aaaaaaa.trk.
Okay. Along with renaming the TRK file, have you changed the basemodelname? For example, the stock truck looks like this:
truckModelBaseName
firestn
So, you'd have to make it look like this:
truckModelBaseName
aaaaaaa
>>then i created a aaaaaaa.lst file and did the art/aaaaaaa1.act stuff and saved it as aaaaaaa.lst.
Here's a tip for you. You do not need to create a lst file when using Tracked2. You create a lst file when using Winpod.
>>launched TRACKED2 and it caused a
"MRGL: texture - Bad texture size : aaaaaaa2.raw"
Did anything above help? Oh, and does the file name have any funny marks beside it when the message happens?
One more thing to check. If you use TxRaw (8k) can you view both of your textures? TxRaw is very specific about image size so if you can't see the picture using it, then there is a problem with your graphic. I don't think this is the case because what you describe sounds fine. But it is one more thing you can check.
If your textures are okay and you want to try the texture replacer again, re-extract the firestn.bins and start fresh. Don't mess with corrupted models.
Let us know how it goes.
That sounds fine.
But notice:
<table><tr><td>FIRESTN1.RAW
FIRESTN1.ACT
FIRESTN2.RAW
FIRESTN2.ACT</td><td>aaaaaa1.raw*
aaaaaaa1.pal/act
aaaaaaa2.raw
aaaaaaa2.pal/act</td></tr></table>
In retyping the info here on the message board, you've short changed yourself a character on aaaaaa1.raw. If you've done that when naming a file or when using the texture replacer then it's possible to come up with the same error message. You have to be extremely careful with file names. Any slight variation may cause problems. Even if you name the file correctly but type it incorrectly in the texture replacers, you'll still get problems.
Reminder: When replacing textures be sure to include the raw extenstion. Ex. "aaaaaaa1.raw" You need the whole name, not just the "aaaaaaa1" part.
>>then i copied the
firestn.bin firestn0.bin and firestn1.bin
aaaaaaa.bin aaaaaaa0.bin and aaaaaaa1.bin.
That looks fine.
>>used the bin replacer and changed the
firestn.raws with the aaaaaaa.raw's..
That looks fine too, as long as you haven't mistyped anything.
>>firestn.trk as aaaaaaa.trk.
Okay. Along with renaming the TRK file, have you changed the basemodelname? For example, the stock truck looks like this:
truckModelBaseName
firestn
So, you'd have to make it look like this:
truckModelBaseName
aaaaaaa
>>then i created a aaaaaaa.lst file and did the art/aaaaaaa1.act stuff and saved it as aaaaaaa.lst.
Here's a tip for you. You do not need to create a lst file when using Tracked2. You create a lst file when using Winpod.
>>launched TRACKED2 and it caused a
"MRGL: texture - Bad texture size : aaaaaaa2.raw"
Did anything above help? Oh, and does the file name have any funny marks beside it when the message happens?
One more thing to check. If you use TxRaw (8k) can you view both of your textures? TxRaw is very specific about image size so if you can't see the picture using it, then there is a problem with your graphic. I don't think this is the case because what you describe sounds fine. But it is one more thing you can check.
If your textures are okay and you want to try the texture replacer again, re-extract the firestn.bins and start fresh. Don't mess with corrupted models.
Let us know how it goes.
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DarkDragon
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- Joined: Sun Apr 15, 2001 2:01 pm