I added my garage building and wire fence to the track and it tested fine, but when I added the street sign (pit speed limit sign) I then tested it in the game and the wire texture that I use for my fence was suddenly using the texture that I use for my street sign, so something is conflicting some how. All of these things look great in the game, but none of them are using dds files, because I can't seem to replace the images with dds without getting errors. I have created billboards, street signs, grandstands - from scratch. I have so far created a very large pit garage building that has 30 garages, each garage can hold 2 cars. Anyway, so far that is my best guess as to what is happening. But why would I be able to use DXT5 interpolated alpha setting for road, grass and other textures, but for some reason the game seems to not want to allow me to use this same format for XPack object textures. So I have come to the conclusion that there must be something wrong with the dds files that I am trying to use. I have used this same dds export setting to create textures for my track, like the road texture, grass, walls, etc, and I have not had any problems at all, but for some reason, if I replace any of the jpg or png textures in XPacker I always get an error later when I try to test the track in the game. I have painted a bunch of car skins for Game Stock Car and have used Photoshop dds plugin to save as dds using the DXT5 interpolated alpha setting on export. But if I replace the jpg and png files with dds files, I get an error when trying to load the track in the game. If I do not replace the jpg and png file with dds files, the object model will test successfully in the game and it looks good, as shown in the image above. I used an alpha png file for wire texture, and a jpg for the metal frame texture.
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