BFront.log message

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Dragonum
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BFront.log message

Post by Dragonum »

what does this mean?

Message Severity: 3
.\source\PowerupStation.cpp(363)
Powerup station missing region

can anybody help me with this message?

thanks dragonum
Lord_Bandu

RE: BFront.log message

Post by Lord_Bandu »

what does this mean? i seem to be getting blocky/bricked naboo terrain when its supposed to be grass.

Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!
Lord_Bandu

RE: BFront.log message

Post by Lord_Bandu »

nab1_main_1.tga yes i copied all i needed its not so much blurry as it is tiled. when doin my sky file can i mix and match some elements from naboo1 and naboo2?
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Dragonum
2nd Lieutenant
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Posts: 405
Joined: Tue Nov 16, 2004 4:08 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Dragonum »

Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!

ok, in my texture option, i press tile0
than i write on the left side in TEXTURE: hoth_main_1.tga
and in DETAIL: hoth_detail.tga
thats the same like in the shipped hoth map.
in TILERANGE stand: 0
in ROTATION: 57.2958
i dont know if this the same like the shipped hoth map.
for the Hoth_deatail.tga is no hoth_detail.tga.option!

thats the only texture i have in my map for the test.

after i tested the map with SPTest.exe, i found this in BFront.log:

Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!

and all people with a gforce i give the map for a betatest,
the game crashed.
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