How to detect texture's problems?

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sektor2111
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How to detect texture's problems?

Post by sektor2111 »

There are some interesting works which usually help server to crash... and if server is alive for sure some client will crash... there are less chances to see such stuff working fine.

Code: Select all

Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
Warning: Property TextureMaterial of Class Engine.Texture not found
Warning: Skipping 1 bytes of type 1
The QUESTION is: How to detect bad files involved OR where can we find good files and if this helps ? Probably Level has been build with bad stuff and we cannot solve this problem by replacing textures. Byte-hack or such?
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Re: How to detect texture's problems?

Post by Higor »

That's probably a texture file created in 227? Or UT SDK.
Ideally we want to ignore those warnings, but supressing them somehow would be nice.

These little 'bugs' are actually a strong feature and all they do is inform us that the source of said textures is a different engine.
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Re: How to detect texture's problems?

Post by sektor2111 »

I was asking about fixing because of a simple and sh!t reason. If by chance a player with some light (flashlight, muzzle...etc) is about to see such a surface/brush = Instant CRASH - so ignoring is not the answer for this case. This has been checked by me (and not only me) in some cute MH maps which probably are not maps. A friend gave me a texture file Rock or such reworked and then I have rebuild that level and all troubles were gone. My question is if I can detect others from texture folder in order to get rid of garbage from house. Yes, this is a server problem for player crawling there as long as a null byte won't be replicated and client doesn't put light on a Nothing to make it more shinny - so we cannot have a Shinny Nothing. It's causing a render Accesed None and bye, bye - self kick out.

Edit: Maybe an evil Injection from XC_Engine will help ?
Edit2: I'm not suppressing any ScriptWarning and neither Warning, this way doesn't help anyone (even if they think that helps).
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Re: How to detect texture's problems?

Post by Barbie »

Have you found any solution here? I got these warnings by using the surface texture Fluid.WATER4_d and Fluid.MyTex1 for the Zone Portals (Water/Lava):

Code: Select all

Property TextureMaterial of Class Fire.WetTexture not found
Skipping 1 bytes of type 1
Property TextureMaterial of Class Engine.Texture not found
Skipping 1 bytes of type 1
I found a link to the textures given in the warnings in the properties of above mentioned textures (see attachment).

The client and server versions of Fluid.utx are exactly the same and the warnings occur on server if played on a dedicated server and in client log if played locally.

Cheers,
Barbie
Attachments
Fluid.MyTex1.jpg
Fluid.WATER4_d.jpg
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Re: How to detect texture's problems?

Post by papercoffee »

Uhm... thread is in the wrong section...
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Re: How to detect texture's problems?

Post by sektor2111 »

If I like some texture which is evilized then I export it and then reimporting it normally into MyLevel by Editor itself without any "tool" and I guess it won't be a problem any more. Usually as I could see so far some people intent to reinvent the wheel. Default stock seems pretty reach for artists with more creativity... I found walls which can be used as replacement for new "textures" used without any major difference. I really don't understand purpose for recreating another kind of <Slums.utx> texture file.
papercoffee wrote:Uhm... thread is in the wrong section...
NO, It was a Question as section's title says.
Last edited by sektor2111 on Sat Oct 10, 2015 10:42 pm, edited 1 time in total.
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Re: How to detect texture's problems?

Post by papercoffee »

sektor2111 wrote:I really don't understand purpose for recreating another kind of <Slums.utx> texture file.
Especially when this texture pack is the same as the old one but the "artist" put in 2-3 additional textures.
Even better when the "artist" just put a clan-logo into a stock texture pack.
:wth:

sektor2111 wrote:
papercoffee wrote:Uhm... thread is in the wrong section...
NO, It was a Question as section's title says.
Well ...it was meant for questions and criticism about UT99.org
The subtitle of this section is...
"Do you want to say something about UT99.org? "

Anyway ... the main title is indeed misleading.
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Re: How to detect texture's problems?

Post by sektor2111 »

Then it can be moved it into the right place...
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Re: How to detect texture's problems?

Post by Barbie »

sektor2111 wrote:If I like some texture which is evilized then I export it and then reimporting it normally into MyLevel by Editor
Yes, that was exactly the way I did a year ago with my map MH-Fuedal(SB). But have you ever exported an animated texture with UnrealEd? You should save you map before trying... ^^
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Re: How to detect texture's problems?

Post by Dr.Flay »

*Thread moved*
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sektor2111
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Re: How to detect texture's problems?

Post by sektor2111 »

My mission in mapping is pretty limited because it needs time... more time. However the only thing animated done by me for myself is whatever Screenshot containing a few "cute" scenes fixed + description + full credits. Inside map I did not really "attacked" things, but someday I'll try some fake skill...
Now I have in work some map with BT areas and I'm teaching a BT class for MBot(Bot). They seems to understand my desire and now they own me, LOL. I found that more cute than any "byte material not found"... At end of story you might work at textures if you want, I'll put that somewhere here... offert is available if you swear that you won't ruin Bot Support as you did with MH-Niven and eventually you will enhance it. I'm saying this because textures there are not a charm, geometry is pretty good and our guy writing in the past a MH tutorial seems to not understand pickups, LOL. I have considered that time come to drop garbage out and to set an advantage for Bot which was left behind all these years...
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