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GE 9.0.1 Textures are not displayed in the texture window.

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Created25.11.2021 22:08

Keltibero (Keltibero) 25.11.2021 22:08
Although the textures appear in the viewPort and the path is correct in the material properties, the textures and path are not displayed when opening the dialog window.

Lance Lancyboi (lancyboi79) 25.11.2021 23:01
The multiple materials on one mesh is a bug in GE and the game... it should hopefully be fixed at some point.

However GIANTS did confirm they would prefer models to use the 22 method or 1 material per mesh, see default building texture sets for examples.

The 22 method is apparently better for how the game works.

Keltibero (Keltibero) 25.11.2021 23:49
Thanks Lance,

But the object I'm editing is a bale that comes in the game, exactly squarebale180.i3d, and the mesh only has one material.

Doesn't it happen to anyone else? Maybe I have something wrong configured?

Tac Bravo (TacBravo) 26.11.2021 01:10
Keltibero, the default applied Albedo Map for the square bale is showing correctly, but then you are clicking to bring up the second window which is the Diffuse Map Explorer/Viewer and there is nothing in there and the filename is blank because it is prompting you to select a diffuse a map to view.

One method is to copy the path of the Albedo Map texture (not the pathname), and paste that into the Filename textbox in the Diffuse Map Explorer/Viewer. If the path is something new (not already in the dropdown list), then click the right arrow just to the right of the path, and select the diffuse texture you would like to view and/or apply. The default or design rather than runtime i3D Albedo texture for the bale is so you could pick that or you could pick one of the others, like the hay, silage, or straw. If you view one and then also press the OK button, you will set the Albedo Map for the bale in the Material Window back at the Viewport Scene. You can also click the three dotted button to the right of filename to go exploring freely for other Albedo textures in PNG, JPG, or DDS format. I would strongly advise anyone to be careful not to change the Albedo Map setting here or in any base game i3D then save that out and overwrite the base game source.

Keltibero (Keltibero) 26.11.2021 01:28
Thank you very much TacBravo and Lance, for the explanations.

I am used to the previous versions for FS17 and FS19 (v7.1.0 and v8.2.2), in which, when you open the viewer, it showed you the current texture, which you could change, or not. I found it very useful to preview the used texture without having to open the browser, but I suppose it is a change in the way of working that I will have to get used to, although I do not like it. : /

Ah! ... thanks also to google translator ... hahaha

Bengt Sæther (Nordvarg) 26.11.2021 12:55
Thanks, @Keltibero, I thought I was the only one :)

Thanks also, @Tac Bravo, for the suggested workaround. Yes It works, but it slows down the work flow significantly. I believe it's not meant to work like this.

So hopefully, its a) a user error (both Keltibero and I are doing something wrong) or b) a GE9 bug...

Bengt Sæther (Nordvarg) 26.11.2021 13:02

Keltibero (Keltibero) 26.11.2021 17:33
Hi @Nordvarg,

No, you are not the only one... :)))

If it only happens to us, I think it is option a), :P. But if it is the normal operation of the application, my honest opinion is that it is a bug, or at least a step backwards. :/

Apic Kwick (apickwick) 01.12.2021 11:38

in the i3d file is the path to the file with the png extension,
but there are dds files in the game folder.

The solution is to bulk convert all dds files to png (~ 15000 files)
the game-folder will increase a lot but it works.

Bilbo Beutlin (BBeutlin) 01.12.2021 12:19
Easier method:
Before you load the i3d into GE, edit the i3d in a text editor and exchange in section <files> all ".png" with ".dds".

Apic Kwick (apickwick) 01.12.2021 14:25
Convert all *.dds to *.png - CAREFULLY - only if you know what you are doing!

in game-folder\data run command:
texconv.exe -r:keep -ft png *.dds

Requirements: a lot of time and a lot of disk space :-)

Dasch_Modding 01.12.2021 22:41
@lancyboi79 do you know of way to separate parts with multiple materials from fs19. For instance, my house I am working on has like 7 materials just on the roof and ceilings. Wont even mention the kitchen and stairs lol. I am really not sure how would separate it so it will work in fs22. Currently its just loads in and I cant isolate them separately anymore.

Keltibero (Keltibero) 09.08.2022 22:42
Thanks for your answers Apic and Bilbo. I guess I will continue to suffer from that behavior. Although I still don't understand why if the editor can read a .dds when it appears as .png in the path, the texture window can't do the same. ???

Keltibero (Keltibero) 09.08.2022 22:51
Dasch_Modding. The only way I know of to do this is to export the shape to obj, import it into Blender or Maya, and separate the parts that correspond to each material by hand. Assign each of the new meshes a unique material and export back to i3d.

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