Game Development Community

(HEAD) Could not locate texture

by Gilles Jr Lafrance · in Torque Game Engine · 03/02/2003 (9:17 pm) · 17 replies

(With a fresh HEAD, compiled with GCC3) I know it is telling that their is textures missing for these interiors, but the ORIGIN, TRIGGER and FORCEFIELD shows up with my own .dif too. I can do false small textures with thoses names, but I'm wondering if they are supposed to be important ?

Could not locate texture: ~/data/shapes/player/splash
Could not locate texture: fps/data/shapes/player/base.lmale
Could not locate texture: fps/data/shapes/player/base.lmale

Could not locate texture: fps/data/interiors/evil1/fairfax/ORIGIN
Could not locate texture: fps/data/interiors/evil1/fairfax/TRIGGER
Could not locate texture: fps/data/interiors/evil1/fairfax/FORCEFIELD
Could not locate texture: fps/data/interiors/evil1/fairfax/ORIGIN
Could not locate texture: fps/data/interiors/evil1/fairfax/TRIGGER
Could not locate texture: fps/data/interiors/evil1/fairfax/FORCEFIELD
Could not locate texture: fps/data/interiors/evil1/fairfax/ORIGIN
Could not locate texture: fps/data/interiors/evil1/fairfax/TRIGGER
Could not locate texture: fps/data/interiors/evil1/fairfax/FORCEFIELD
Could not locate texture: fps/data/interiors/evil1/example/ORIGIN
Could not locate texture: fps/data/interiors/evil1/example/TRIGGER
Could not locate texture: fps/data/interiors/evil1/example/FORCEFIELD
Could not locate texture: special/cloakTexture

This one :
Could not locate texture: special/cloakTexture
I don't know how to get rid of it as I can't find what calls it. Someone know ?

Thanks,
Gilles Jr

#1
03/02/2003 (9:25 pm)
I noticed this the other day and it was kind of helpful and kind of annoying to have. You've got two main ways of "fixing" this bug. First... Add in all the required textures... or second, comment out the warning (it's in dgl/gTexManager.cc in the loadTexture function on line 1259 or thereabouts).
#2
03/02/2003 (9:37 pm)
Thanks much Daniel. I'll comment this out for now.

But, do someone know if they are not required ? Because this is telling it with my own .dif made with worldcraft too(ORIGIN, TRIGGER, FORCEFIELD). I don't like the engine searching for them even if it don't warn me :)

Gilles Jr
#3
03/03/2003 (7:33 pm)
That was something I checked in probably two plus months back, to help find real missing stuff. turns out the engine does a lot of trying to read from different dirs, and trying to load files that don't exist but aren't required... so comment it out if it's annoying.

d
#4
03/03/2003 (11:11 pm)
Ok, thanks David. That clears my mind :)
#5
03/17/2003 (6:13 pm)
I added in a dummy 'special/cloakTexture', because I need to see those warnings about missing textures for now... but Torque still complained that it is missing.

I'm using an older copy of the mac platform code, as it doesnt require me to place all the data files inside the .app package.

Is anyone having similar trouble appeasing the warning?
#6
03/17/2003 (6:17 pm)
Paul, that dummy should go in the common/ folder I believe.

The fact is, that cloak texture it is complaining about is an old left-over from Tribes 2.
#7
03/18/2003 (8:12 am)
Somebody posted a resource which added the feature back, though... Very handy :)
#8
03/18/2003 (10:20 am)
Paul, the latest HEAD doesn't force you to put the scripts and data in the MacOS X bundle.
This was a very temporary problem a while back. You might want to update or do a clean checkout of the latest HEAD, if the only reasons you weren't using it was that.
Note : You'll still get warnings about the missing textures, but I thought I'd bring to your attention that HEAD does not force you to put everything in the app bundle.
#9
03/24/2003 (10:48 am)
Commenting out the echo in gTexManager.cc is the WORST possible thing you can do to get rid of that warning. It's like saying:

"By the way, if your mouse goes too far off to the right, it'll crash, so make sure you don't do that. I'm just too lazy to figure out what's wrong."

Just put a texture where it's looking for it and it'l be happy.
#10
03/24/2003 (6:29 pm)
Sure, commenting out is the quick fix -- as is adding textures in that you're not using. But short of re-writing the horror that is ShapeBase, well...
#11
03/25/2003 (8:58 am)
That doesn't require a rewrite. Just comment out the line in shapeBase or whatever that is loading the image if you're looking for a "good fix."
#12
08/12/2003 (7:45 pm)
Ok the answer is to add common/textures/ to the path and recompile, so the line of code is: mCloakTexture = TextureHandle("common/textures/special/cloakTexture", MeshTexture, false);

you can do the same thing with the audio emitter texture

RB
#13
03/10/2004 (9:49 pm)
Does anyone have a clearer explaination /fix for this. These errors are seriously effecting load times.
#14
03/10/2004 (10:31 pm)
Heh.. I found where it is happening.. in map2dif ;)

lol silly me, showing my ignorance like my dirty laundry....wait...
#15
04/17/2004 (6:58 pm)
Anyone ever find a nice cleanup for this?

I'm getting the same thing, but easily about 5 page worth of my console log of the following three lines.

Sending request for file
...
No such file
...
Could not locate texture:
#16
04/17/2004 (7:18 pm)
Did you try the resource?
#17
04/17/2004 (8:06 pm)
You have the link for that resource readily available? I did a search for "texture" and looked through everything but don't see what I'm looking for.

Thanks!