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GBitmap::getWidth: mip level out of range (0, 0)

by dsfsd · in Torque Game Engine Advanced · 06/09/2004 (2:21 pm) · 7 replies

GBitmap::getWidth: mip level out of range (0, 0)

I get this CTD error when trying to add custom interiors (with new materials).

Any idea what this means so I know where to go to fix what I did wrong? (Pretty sure it's something I did here...)


Edit: Just tried adding a 1-Texture simple cube and had the same problem. Is this a texture thing? The textures I'm using are .jpgs are the moment.

2nd Edit: Same error with using .png files. :( Wtf am I doing wrong?

I have this for the texture in materials.cs
datablock Material(cm_1)
{
   baseTex[0] = "~/data/interiors/tim_test/cm_1";
   bumpTex[0] = "~/data/interiors/tim_test/cm_1_bump";

   pixelSpecular[0] = true;
   specular[0] = "1.0 1.0 1.0 0.1";
   specularPower[0] = 32.0;
};

And this in materialMap.cs:
addMaterialMapping("cm_1", "material: cm_1");

#1
06/09/2004 (5:11 pm)
On another note, I just dropped the same exact setup (with the mix of jpgs and png) into tge, exactly how it's setup in tse, and it worked fine. (Minus Normal maps)

www.subreal.net/argh.gif
Blah.
#2
06/09/2004 (5:31 pm)
Another thought, could this be related to the fact that all the textures I had on export in the .dif were JPEGs and not PNG files?
(I had to resort to JPG instead of PNGs because of problems I was having creating WAD files to use with Hammer. I know I know Hammer = The Devil....but it's so fun. )
#3
06/09/2004 (6:02 pm)
Also just tried replacing Alex's OrkBase textures by renaming them as the textures used in my models, suprise same error. Ok, so yeah it's probably worldcraft.

So to be sure I replaced my texture by renaming as OrkBase textures, and voila it worked(bump maps and all...). Ok so it's something with my worldcraft exports.

God damnit.
www.subreal.net/yay.gif
Quark is so scary. :(
#4
06/09/2004 (8:20 pm)
You need to use TSE's map2dif. Else it won't work. Let me drop you a teaser:

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5774
#5
06/09/2004 (10:30 pm)
Holy **** how did I over look that??

I've been sitting here pulling my hair out for hours.......DUH!

Thanks!!
#6
06/09/2004 (10:38 pm)
Success!! Major thanks for that heads up, bookmarked that page. ;)

That should definately be a FAQ question or something. I almost never mess with the SDK and didn't think duh new rendering engine, new map compiler. :)
#7
06/10/2004 (1:10 pm)
No problem man, have fun :)