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Post by anska on Jun 12, 2016 4:41:42 GMT -5
Hello everyone, I do have a problem with the thumbnails of a series of wall-recolours I made. When I want to place the wall the small thumbnail which is shown next to the cursor only shows a x-ed out white picture. When I open the files in the studio though, each swatch seems to have its proper thumbnail. I remember briefly having had the the same trouble with the tiled walls that I uploaded to my studio yesterday but in their case the problem somehow took care of itself. Probably I made some very basic error, I just don't have the faintest clue what it might be. It would be very kind if someone could help me out, because I am at a bit of a loss here. The packages can be found here. Thank you in advance.
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Post by orangemittens on Jun 12, 2016 9:28:00 GMT -5
Hi anska, the reason your wall is showing a red x like this is because your .package is missing the 32 pixel thumbnail for each swatch. It's unclear to me how you have accomplished this because the second you import a diffuse image into the .package Studio creates 4 swatch thumbnails that are the size the game needs and among them is a 32 pixel thumbnail. Can you describe in detail the process you're using when you create a wall.package?
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Post by anska on Jun 12, 2016 10:18:52 GMT -5
Hi OrangeMittens, thank you for answering. I would say that I follow the tutorial rather closely. I pick the wall I want to recolour, save my package, export the diffuse images (as I didn't need to change the normal and specular for the linked files, I left those alone), recolour the diffuses and save them as png. Back in the studio I import my diffuses for the diffrent wall heights, choose the swatch colour with the eyedrop tool, add the remaining swatches and in the end adjust the tags and the description and save my package. But if the studio should should create the thumbnails automatically I'll give re-importing a try and see if this helps.
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Post by orangemittens on Jun 12, 2016 10:28:45 GMT -5
There is something fundamentally broken in the .package you sent me and I was hoping that more information from you would help me figure out where things went wrong. I already tried reimporting your diffuse image into one of the .packages you posted and it did not cause Studio to update with the smallest thumbnail. I created a new wall clone, imported your diffuse image into it and Studio generated all 4 thumbnails. I can look at the issue more because, obviously, this isn't what's wanted. But in order to fix this I think you're going to have to reclone.
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Post by anska on Jun 12, 2016 11:06:14 GMT -5
Thank you for all your help. If you could give it a closer look, it would be very nice. While I don't mind recloning the walls, it would still be good to be able to prevent this sort of thing from happening again.
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Post by anska on Jun 12, 2016 12:31:11 GMT -5
There is something fundamentally broken in the .package you sent me and I was hoping that more information from you would help me figure out where things went wrong. I already tried reimporting your diffuse image into one of the .packages you posted and it did not cause Studio to update with the smallest thumbnail. I created a new wall clone, imported your diffuse image into it and Studio generated all 4 thumbnails. I can look at the issue more because, obviously, this isn't what's wanted. But in order to fix this I think you're going to have to reclone. When recloning didn't work either, I gave the Warehouse of a freshly cloned Clapboard Wall a look. It seems the wall gets cloned with the 32 pixel thumbnail missing to begin with. Which is very odd since the EA walls in my game definitely have a next-to-cursor thumbnail and so have recolours of said wall by other creators in my mods folder. Making clones of a few other walls, I noticed that some others (the basic standards for example) get cloned with the 32 pixel thumbnail missing - for example I yet have to find one with corners which gets cloned with all four. I deinstalled the studio and reinstalled it to see if maybe that would change things but it didn't. Also I noticed that if I import normal or specular images after the diffuse the thumbnails get generated anew from whichever of the two I import last. Edit: In the Warehouse I now dublicated one of the buildbuythumbnailresources of one of the walls missing the 32 Pixel Thumbnail, changing its group number to 00000000 which is apparently always used for the 32 Pixel thumbnails. After this I imported my diffuse again and the missing thumbnail was properly generated and all swatches added afterwards do have the correct number of thumbnails as well. I tested it ingame and it seems to work fine. The only thing I am now left to worry about is, if fiddeling with the warehouse like this could in some way have a bad effect on someone's game?
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Post by orangemittens on Jun 12, 2016 14:52:12 GMT -5
This is very helpful information. Now that you've pointed this out I've looked at it also, and it looks like this is affecting most, if not all base game walls. The one I used to try your wall with earlier was the first wall on the list and it isn't base game. It had 4 thumbnails so I didn't see the issue. Studio will need updating because, clearly, something has changed with the base game walls.
I'm also glad to know that bump and spec imports are screwing with the thumbnails...this is definitely not what's wanted and that will need fixing too.
I think your fix for the problem should be fine. If you're worried about it though you could clone some other wall.
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Post by anska on Jun 13, 2016 2:54:54 GMT -5
I am glad that my thumbnail-troubles at least had some beneficial side-effect in that case. Adding to the confusion: Some BaseGame walls do indeed clone properly. The Pixel Perfect wall for example clones with all 4 thumbnails.
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