Category | Farming Simulator 19 |
Created | 17.12.2021 12:52 |
madarHR | 17.12.2021 12:52 |
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So im converting a FS19 base game sprayer from GIANTS. The mod passed PC testing but failed on consoles. GIANTS insists i fix it for consoles altough idk how. Here is the log they have sent me: Log: Error: Can't load resource 'datasharedassetsassetLibraryDecals_diffuse.png'. Error: Can't load resource 'datasharedassetsassetLibraryDecals_normal.png'. Error: Can't load resource 'datasharedassetsassetLibraryStickers_diffuse.png'. Error: Can't load resource 'datashareddefault_normal.png'. Error: Can't load resource 'datashareddefault_normal.png'. Error: Can't load resource 'datashareddefault_normal.png'. /download0/install/FS22_KuhnDeltis1302/kuhnDeltis1302.i3d (113.18 ms) data/shared/assets/lights/lizard/rearLight03.i3d (2.22 ms) data/shared/assets/lights/hella/hellaWorkingLightRound_02.i3d (1.98 ms) Warning: Missing shader 410382FB.00002820-00000000.05800000. Custom shader: data/shaders/vehicleShader.xml variation: Decal Material attributes 410382FB-00002820 * MASK_GLOSSMAP * MASK_DEPTH_VISUALIZATION * MASK_USED * Custom shader id 410382FB LightEnvShape attributes 00000000-05800000 * Use shadow map: no * GPU perf class 2 * Large shadow map filter * Non-MSAA Nearest hash 410382FB.00002824-00000000.05800000. Material attributes 410382FB-00002824 + MASK_ALBEDOMAP * MASK_GLOSSMAP * MASK_DEPTH_VISUALIZATION * MASK_USED * Custom shader id 410382FB LightEnvShape attributes 00000000-05800000 * Use shadow map: no * GPU perf class 2 * Large shadow map filter * Non-MSAA Warning: Missing shader 410382FB.00002020-00000000.05800000. Custom shader: data/shaders/vehicleShader.xml variation: Decal Material attributes 410382FB-00002020 * MASK_GLOSSMAP * MASK_USED * Custom shader id 410382FB LightEnvShape attributes 00000000-05800000 * Use shadow map: no * GPU perf class 2 * Large shadow map filter * Non-MSAA Nearest hash 410382FB.00002024-00000000.05800000. Material attributes 410382FB-00002024 + MASK_ALBEDOMAP * MASK_GLOSSMAP * MASK_USED * Custom shader id 410382FB LightEnvShape attributes 00000000-05800000 * Use shadow map: no * GPU perf class 2 * Large shadow map filter * Non-MSAA Warning: Missing shader 410382FB.00002620-00000000.17800130. Custom shader: data/shaders/vehicleShader.xml variation: Decal Material attributes 410382FB-00002620 * MASK_GLOSSMAP * MASK_ALLOW_FOG * MASK_LIGHTING * MASK_USED * Custom shader id 410382FB LightEnvShape attributes 00000000-17800130 * Use shadow map: yes * 1 dir lights * 1 dir shadow lights * shadow map 1: focus box no * GPU perf class 2 * Large shadow map filter * SSAO * Non-MSAA * Write motion vectors Nearest hash 410382FB.00002624-00000000.17800130. Material attributes 410382FB-00002624 + MASK_ALBEDOMAP * MASK_GLOSSMAP * MASK_ALLOW_FOG * MASK_LIGHTING * MASK_USED * Custom shader id 410382FB LightEnvShape attributes 00000000-17800130 * Use shadow map: yes * 1 dir lights * 1 dir shadow lights * shadow map 1: focus box no * GPU perf class 2 * Large shadow map filter * SSAO * Non-MSAA * Write motion vectors Now i have compared my mod the the user mods on the modhub and giants own converts. Problem obviously is in the material that uses decal shader variation. I checked everything i could and have found out this. Both user and giants mods on modhub are using diffuse,specular and normal maps for decals and decal shader variation. However the FS19 specular textures had _specular tag in their names while FS22 specular textures have _vmask name in their tag. Format is still DXT5. So that is the only difference i spotted - the tag in the filename. However is it really that simple. I dont want to keep resubmitting a mod that fails beacuse i did not really changed anything but the filename...... Can someone help me please |
madarHR | 17.12.2021 12:53 |
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Mark Wadlow (markthor) | 18.05.2022 04:10 |
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I have a similar issue. How did you resolve this? |
Patrick Masse (groupecls) | 14.07.2022 06:52 |
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Hello! I don't know if you have fix your problem, maybe this can interest you. :) https://www.youtube.com/watch?v=D_PjfNzRU1I |
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