Game Development Community

No matter what - texture is corrupt

by Andy Hawkins · in Artist Corner · 12/03/2006 (5:40 am) · 4 replies

I have a texture - actually all the textures I've made tonite and they are selectable in QuArk but when I export the DIF they get converted to a texture called white.

When I select a texture from the browser it maps onto the wall, then I select the texture rollout and it is no longer there - what is going on?

They're standard textures, 96 dpi, 512 x 512, I've tried them as BMP, JPG and PNG and they keep screwing up.

Here they are ... anyone see anything funky about them?

www.drewfx.com/Torque/WallPanel2.jpg
www.drewfx.com/Torque/WallB.jpg
www.drewfx.com/Torque/Door1.jpg

#1
12/04/2006 (2:05 pm)
Well I figured it out. DifExpress's exporter was causing issues with the textures. I'll have to check with the authors on that one. Quark will sometimes not let you select textures bigger than 256 in the roll-out but that wasn't the cause. So I used Map2Dif_plus instead and I'm back on track - here's a screenie...
www.drewfx.com/Torque/Maze/Lighting2.JPG
#2
12/04/2006 (3:30 pm)
Damn Andy, nice interior!

I really like that hieroglyphic texture. Is that a portal or a fireball effect along the back wall?
#3
12/04/2006 (4:32 pm)
@Donna - thanks. It's a portal - the particles start as huge around the outside and draw into the center like a stargate. I want to replace it with a nice water shader later when I figure out TSE.

There's more screenies here in my blog...

Skeleton Blog 8
#4
12/04/2006 (6:27 pm)
I hate QuArk. Glad you got it fixed.