andreskusa Posted February 23, 2014 Report Share Posted February 23, 2014 Hi there,I'm just trying to understand the way 3D graphics from Blender are imported to 0AD. So I followed the tutorial at http://trac.wildfiregames.com/wiki/Basic3DImplementation. At the end, my .dae file seems to be loaded and is shown as black box in the Actor Viewer of Atlas. But the .png texture I created with Gimp as suggested, causes an error. The same is, when I export the image from Gimp as DDS (using the DDS plugin).The texture is downloaded from the linked burningwell.org site, as suggested. I tried to follow the instructions for Gimp as exactly as possible.Since I guess this is more an user error than a bug, I post this here. If you think I should open a bug report (if I'm allowed doing this), I can do this as well.The 0AD version I'm using is the alpha 15, osiris.Attached you'll find the copies of both error stacks, when trying a png and for a dds. Also the images itself.First I thought it could have something to with the case I'm using the binary version for modding and not the one from the SVN, since in the binary version all files are in this special .cached format, which is not the case in the SVN version (which I also have and built from source). But then I realised that the .dae file seems to be correctly read, although this one is also not cached.So, am I doing here something stupidly wrong with my png or dds file creation in Gimp?Thanks in advance,Andre0ad_atlas_dds_error_stack.txt0ad_atlas_png_error_stack.txtcrate_test.dds Quote Link to comment Share on other sites More sharing options...
LordGood Posted February 23, 2014 Report Share Posted February 23, 2014 What are the dimensions of the texture image? I think textures length and width have to be divisible by two in order to work correctly. Quote Link to comment Share on other sites More sharing options...
LordGood Posted February 23, 2014 Report Share Posted February 23, 2014 yeah the 171px side is probably where things are snagging Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted February 23, 2014 Report Share Posted February 23, 2014 What are the dimensions of the texture image? I think textures length and width have to be divisible by two in order to work correctly.Power of two to be more exact. So 64, 128, 256, 512, 1024 ... Quote Link to comment Share on other sites More sharing options...
andreskusa Posted February 23, 2014 Author Report Share Posted February 23, 2014 Great guys, that's it! I'm quite new to Gimp, and I thought if I set one axis to 128, the other will be set to this value as well when they are locked. But obviously (now) this was mistaken ...Thanks for the fast help! Can now explore modding 0AD further ...Andre Quote Link to comment Share on other sites More sharing options...
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