Munge error- Attempt to write palette entry to 24-bit image

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Fluffy_the_ic
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Munge error- Attempt to write palette entry to 24-bit image

Post by Fluffy_the_ic »

Okay, this time I got a warning I get a lot and two errors.
Mungelog:
Hidden/Spoiler:
WARNING[PC_modelmunge msh\parking garage.msh]:parking garage has 3770 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

ERROR[PC_texturemunge msh\m_brickwall1.tga]:Attempt to write palette entry to 24-bit image.ERROR[PC_texturemunge msh\m_brickwall1.tga]:Attempt to write palette entry to 24-bit image. [continuing]
2 Errors 0 Warnings
1: How do I fix the warning
2: What do my errors mean?
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Re: Question about error

Post by Aman/Pinguin »

Fluffy_the_ic wrote:WARNING[PC_modelmunge msh\parking garage.msh]:parking garage has 3770 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings
1: How do I fix the warning
You can't and you don't need to. Just ignore that warning, it means nothing.
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Re: Question about error

Post by Fluffy_the_ic »

What about the errors? Besides, my model doesn't show up in-game.
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Re: Question about error

Post by Teancum »

Did you save your TGA using RLE compression? You need to turn it off when saving.
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Re: Question about error

Post by Fluffy_the_ic »

Those textures are from FragMe! and Caleb's house pack.
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Re: Question about error

Post by Aman/Pinguin »

And you didn't edit them? If you didn't, try making a tga.option file for it with this code:

Code: Select all

-8bit
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Re: Question about error

Post by Fluffy_the_ic »

okay, how? I've never really tried.
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Re: Question about error

Post by Aman/Pinguin »

Make a new file with the name m_brickwall1.tga.option
and put

Code: Select all

-8bit
in it
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Re: Question about error

Post by FragMe! »

To get rid of the error, open the tga file in whatever paint program you use and just do a save as using the same file name, ie just over write it.

It is a weird thing with some textures but doing this will get rid of the error.

As for the warnings, since there is no collision mesh for the model it is building one using normal gemometry as it stated.
The only way to get rid of those is to make a collision msh in XSI for the model.
But since I don't think mshex supports collision geometry the only way is to use XSI version 5 to do the export.
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Re: Question about error

Post by Fluffy_the_ic »

How do you make collisionmesh?
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Re: Question about error

Post by FragMe! »

Easiest way, if it is a one object model, duplicate it and rename it collision. Then hide it (H key)
If there is more than one object select all the objects and merge them. Then rename it collision and then hide it.
Don't forget to move the merged mesh bach under the dummyroot cause when it gets created it is outside the dummy.
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Re: Question about error

Post by Fluffy_the_ic »

Okay, there's no more mungelog, but now when I play the map, there's no building.
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Re: Question about error

Post by Maveritchell »

FragMe! wrote:But since I don't think mshex supports collision geometry the only way is to use XSI version 5 to do the export.
It does, it just won't be able to use primitive collision because of the Crosswalk export. Make sure it has a texture and you're fine. The easiest thing to do is just to duplicate your final mesh, call it collision_polymeshname, put it under the dummyroot and hide it.
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Re: Question about error

Post by Caleb1117 »

MshEx doesn't export collision, it has the game's engine make it for you, which doesn't always work well. That's what the first error is, it's telling you the object has no built in collision mesh, and that the game will have to make it itself, while ingame. Which (I think) will slow things down alittle, seeing as the game must then render the collision in realtime. So it is fixable, but you'd just need to export it through a full version of XSI, one way or another

On some things, the engine can do a good job, and it will work fine, but sometimes not, and you can't really fix it, unless you maybe subdivide your mesh. Cause the engine makes the collision based upon the original model, so the more edges, in general, the better the collision.
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