View Full Version : Corrupt texture
01-20-2009, 05:35 PM
Every time I try to save one of my texture files in Ued, I get an error.
I looked in Editor.log
WARNING: Texture [MyPackage.MyGroup.MyTexture] is corrupted.
I deleted MyTexture and tried to save again, same error
Is my package lost?
01-21-2009, 06:50 AM
Maybe MyTexture is using a texture that is damaged. Try saving a completely new and different texture into your package and see if that saves ok. If it does then make a backup of your .utx before you continue.
01-21-2009, 08:26 AM
Textures must be either 256 indexed color (8bit) BMP/PCX or 32 bit TGA or DDS (DXT1/3/5) format. And of course, the texture dimensions must be powers (not multiples!) of 2.
If the game or editor complains that it can't load the package, then it's probably too late. Can you load the package at all? If so, you will have to re-import the affected textures.
01-21-2009, 08:47 AM
I can load the package fine, Once loaded, I cannot save it. Although, I can export, Import, and make changes fine. When it comes to saving, I get an error because of the single corrupt texture.
I have tried deleting the texture, adding new textures, and copying over the texture.
When I try to copy over the texture, instead of replacing it, Ued just created a new duplicate. So there are 2 with the same exact name, 1 corrupt and 1 not.
Now this wouldn't be such a big deal except for the fact that this 1 package contains all of my sounds, textures, and static meshes. The file totals 200M, and I cannot save ANY part separately (I.E. utx, uax, usx). So I am stuck remaking every package, which I calculate to take a week or two. Thats just a lot of downtime/backward production.
I was just hoping to prevent this. Seeing as how noone has had any ideas I havn't tried, I guess I am going to start on it :\
01-21-2009, 01:01 PM
Putting it all in a single package was a bad idea in the first place. The package system exists for a reason. Data should be split at least by type, i.e. textures, (static)meshes and sounds should get their own packages as suggested by the separation of the resource browsers.
01-21-2009, 03:42 PM
Ignore this post
01-21-2009, 04:17 PM
The only package that should have more than one type in it is the MyLevel package.
01-22-2009, 03:09 PM
Well, there's nothing wrong with mixing content in small resource or code packages, e.g. including materials for a mesh with the USX/UKX package. But large packages defeat the entire idea of splitting content for easier handling.
01-22-2009, 03:24 PM
And also UnrealEd can get quite confused if it has to load a package that has more than one type of objects. It gets confused if you save different packages but with the same names too. And MyLevel is never saved.
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