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The L8 format error..

Posted: Sat Feb 14, 2009 2:48 am
by redgroupclan
Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!

This is what I get when I try to play a map Im making in SPTest. It is said the solution to this is to turn off RLE compression on tga's, but I am using several models from SqueddiesSourcePack and 1 model from JinglinTown assets, and the models are textured using .msh files, and not .tga's, so I cant open them in GIMP to resave them with RLE compression off.

Any solutions?

Re: The L8 format error..

Posted: Sat Feb 14, 2009 6:07 am
by ANDEWEGET
msh files are models not textures, textures are only tgas. maybe the texture has another name, wihout he .msh name in it.

Re: The L8 format error..

Posted: Sun Feb 15, 2009 10:01 pm
by redgroupclan
Well when I open a files ODF and see the texture for it is #######.msh, I go into the msh folder and I only see a file called #######.msh, no tgas named after the msh. (to edit)

Re: The L8 format error..

Posted: Mon Feb 16, 2009 12:15 am
by BattleBelk
its couse ODF calls msh (model) and msh calls request tga (texture)

create .option file for your detail texture and write

Code: Select all

-format L8
or just ingnore this message couse its exist on many swbf1 custom maps and seems to be bug of mod tool

Re: The L8 format error..

Posted: Mon Feb 16, 2009 1:44 pm
by Laserblast
As mentioned above, it is undoubtedly using tgas from other mshes if it has none of its own. You might be able to get away with using notepad.

While the file will be mostly gibberish in notepad, you can do a find search for "tga" and get away with the names of the tgas in that manner. Incidentally, you can also find bone names, some collision boxes, and hardpoints.