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Problem with DDS


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Hello. I am having problems with this one dds texture. It is a texture for a simple structural part that uses Interstellar Fuel Switch to change between textures. It doesn't work however and the log simply states:

[LOG 19:36:58.743] Load(Texture): Benji13sStructuralDisks/Parts/StructuralDisks/textureGreen
[WRN 19:36:58.753] Texture load error in 'C:\Users\Benji\Documents\KSP 1.2\GameData\Benji13sStructuralDisks\Parts\StructuralDisks\textureGreen.dds'

As far as I can tell, it is exactly the same as my other (working) texture, except that it is 3mb in size. The working one is 683kb. Is this the problem? How do I fix it if it is? Link to the texture's are below. The broken texture is the green one. Thanks to any help, I'm sure it's a simple fix, I just don't know much about how KSP manages textures. Thanks,

Benji13.

Working texture: https://www.dropbox.com/s/ywxqaxhvc1wmyls/textureDarkGreyMetal.dds?dl=0

Broken texture: https://www.dropbox.com/s/nlwy4jaa8rzsk1f/textureGreen.dds?dl=0

 

 

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Besides that the image isn't completely green (you missed some parts here and there while painting - witch could indicate a calibrated monitor), it's saved in a dds format that KSP can't recognize. Compressonator also cant tell the format it is in. Surely not DXT 1, 3 or 5. Maybe BC1?

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If it is a texture without transparency or without a specular map in the alpha channel (like your one) it should be saved as with DXT1 compression. Anything with transparency/stuff in the alpha should be DXT5. Normal Maps should be saved as DXT5n ideally.

In the end, you also can save your stuff as TGA, or BMP or PNG and let this little converter do the rest automatically.

PS: I think gimp default is S3TC compression, judging from the images in the web. I don't use gimp, so cant tell.

Edited by InsaneDruid
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3 minutes ago, InsaneDruid said:

If it is a texture without transparency or without a specular map in the alpha channel (like your one) it should be saved as with DXT1 compression. Anything with transparency/stuff in the alpha should be DXT5. Normal Maps should be saved as DXT5n ideally.

In the end, you also can save your stuff as TGA, or BMP or PNG and let this little converter do the rest automatically.

PS: I think gimp default is S3TC compression, judging from the images in the web. I don't use gimp, so cant tell.

Ok thanks. I'll try that and see if it works. 

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@InsaneDruid Ok I did what you said and the texture loads into KSP fine. But alas, the switching still didn't work. I decided to switch the names of the textures over so the green one would load as default and it worked. But I still couldn't switch. Seems there must be a problem with my config for switching textures. Further investigation is needed. 

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Is there a root folder entry in the cfg? Try removing it and enter the full path (out of gamedata) of each texture

Like this here:

Quote

    MODULE
    {
        name = FStextureSwitch2
        objectNames = fairing_logo
        //textureRootFolder = HGA/Proton/parts/
        textureNames = HGA/Proton/parts/texture_proton_fairing_logo;HGA/Proton/parts/texture_proton_fairing_logo_exomars;HGA/Proton/parts/texture_proton_fairing_logo_ils
        textureDisplayNames = Plain White;ExoMars 2016;ILS Logo
        nextButtonText = Next Texture
        prevButtonText = Previous Texture
        statusText = Current Texture
        switchableInFlight = false
        showPreviousButton = true
    }

 

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6 hours ago, InsaneDruid said:

Is there a root folder entry in the cfg? Try removing it and enter the full path (out of gamedata) of each texture

Like this here:

 

Ok, I think I have that down pat except for the objectNames bit. I'm not sure how to find the object name of my part. I know that there used to be a mod but it hasnt been updated since 1.0. 

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