View Full Version : "Import Failed" for All .tga and .psd Files
Psmith
11-13-2009, 11:15 AM
I've spent a lot of hours, now, trying to import any kind of graphic, (into the Browser via the "Import" button), that has an alpha channel. I've tried both .tga and .psd formats from every graphics application that I own - and in each case I get the notorious "Import Failed" notification.
If others are having such a frustrating time getting simple textures into the engine, I'm sure it will become a major "show stopper". People don't want to have to devise "workarounds" which, in other simpler applications, are the simplest of procedures.
Does anyone have any specific advice for this difficulty of mine?
Thank you,
Greg Smith
Conjured
11-13-2009, 11:25 AM
I've spent a lot of hours, now, trying to import any kind of graphic
I am having trouble importing graphics too. (miserable failure)
I do not have any experience with the Unreal engines, but I am gathering that the previous versions released for free were for modding the games.
This development kit is for creating games, and importing custom media is at the heart of that.
If others are having such a frustrating time getting simple textures into the engine, I'm sure it will become a major "show stopper". People don't want to have to devise "workarounds" which, in other simpler applications, are the simplest of procedures.
I'll hang in there until I can figure out what is going wrong, but importing a custom texture should be something simple and not take longer than it did to create the texture.
Maybe its a glitchwith Vista or something that they can get fixed soon.
Denny
11-13-2009, 12:05 PM
I just opened Photoshop and made a 512x512 texture and saved as both PSD and tga (32-bit). Both files imported without problems.
Make sure you follow these steps.
* Use color mode RGB, CMYK and similar is not supported.
* Texture must be of a power of two resolution. (16x16, 128x128, 512x512, 256x512 and any other resolution that can be divided by two)
* No spaces and other illegal characters in the name you're trying to import.
Conjured
11-13-2009, 12:23 PM
I use Paint.NET
I have tried 1024x1024, 512x512, and 256x256 in both TGA and BMP with every possible option for the output. (yes I have tried them all)
I do not use spaces in file names I use underscores instead, but I did not use any in this name.
I get a please wait...importing 0 of 1, which sits there forever with no signs of any progress at all.
I installed as admin, and I am running it as admin, and I have full permissions for all folders involved.
I feel like making a video so you guys can tell me what I am doing wrong since no one is making any videos to show the process.
I am at my wits end with this.
Denny
11-13-2009, 12:31 PM
It needs to be designated to a package because Unreal uses a referencing system where it remembers where something is connected from/to. So if you import a texture and make a material with it, Unreal needs a virtual link of where that asset is located for future use. Hence you need to designate a package from the start.
I've downloaded Paint.net and tried several save combinations for TGA. (auto-detect, 32-bit, 24-bit, with/without compression) All works just fine on my end.
Nawrot
11-13-2009, 12:33 PM
Make sure you use 24 bit TGA, do not use 32 bit. Also powers of 2 for resolution of it. If you cannot import anyway think unreal can import DDS files, NVidia plugin will make sure your bitmap has right size and color depth.
Conjured
11-13-2009, 12:36 PM
I've created more than one new package, and it fails everytime.
No matter what I do , I get the same thing...Please Wait... (while it just sits there doing nothing)
If you cannot import anyway think unreal can import DDS files, NVidia plugin will make sure your bitmap has right size and color depth.
Unreal can import DDS??
Denny
11-13-2009, 12:37 PM
You have to use 32-bit if you want to support the Alpha channel. Unreal does not support DDS.
fritzmonkey
11-13-2009, 12:49 PM
I don't believe that unreal can import DDS. I think it actually converts the textures to DDS when you import them.
Conjured
11-13-2009, 12:50 PM
I bet my download was corrupted, which really sucks as bad as my connection.
Any chance of getting a CD sent through the mail instead of the download???
EDIT
Just as I was about to give up (yeah right, I'm too stuborn) I decided to uninstall and reinstall just one more time, and EUREKA, IT WORKED!!!
Thank you so much for your help Denny !!!
I owe you one.
Cheers
Psmith
11-13-2009, 05:34 PM
Still having trouble here. I managed to import a 512 x 512 pixel image with alpha channel, (32 bit .tga), but cannot get the alpha channel to map to the "Opacity Mask" channel. I've tried creating an "automatic" material, upon import, with the "blending" method set to "blend_masked" and "alpha to opacity mask" checked. I've also tried making a material from scratch with the same settings.
The alpha channel does not seem to translate and there is no proper "preview" icon for the material.
Really, this should not be such a monumental endeavor requiring so many steps.
I don't own Photoshop, so maybe the importer was really designed for those working with Photoshop and not really tested with other graphics apps.
Greg Smith
Denny
11-14-2009, 07:27 AM
There's two opacity connections, mask and value I believe, are you connecting to both of them?
Xendance
11-14-2009, 08:49 AM
If you have a 32 bit image with the alpha embedded in it, you have to connect the white channel of the texture sample into the alpha mask channel in the main material node. After that you set the material type into masked. If you the material to render as two sided, tag the two sided checkbox.
http://udn.epicgames.com/Three/MaterialBasics.html
Psmith
11-14-2009, 03:48 PM
Denny:
No, my only connection is to the "Opacity Mask" slot. This is after I have imported the 32bit .tga texture and have selected "Blend_Masked" for the texture.
Too much trouble, if you ask me.
But nobody has.
Thanks,
Greg Smith
mafiadude1
11-14-2009, 06:42 PM
I was having the same problem. But after i changed the resolution from 715 x 430 to 256x256 everything worked out fine :) thanks everyone!
GRoss
11-26-2009, 08:22 PM
I have spend quite a while on trying to figure importing out - only images under and including 2048*2048 24-bit .tga worked for me...
charfei70
11-27-2009, 07:41 PM
I had the same problem. After looking at this thread, I found out that u had to have 128x128, 256x256, 512x512 etc.
phale
12-08-2009, 06:59 AM
will a 16 bit .tga cause crashes in importing? i've been struggling to get my maps in to go with my SKmesh and its really annoying now.
edit: learn something new every day. the 16 bit format was causing trouble. guess they really go for quality in U3 aye. thanks for making me aware of that
Grafton
02-02-2011, 01:24 PM
Thanks for this! my images were one pixel off being a power of two! changed it and It worked.
Snipe34
01-26-2012, 01:50 PM
Just had an import failed too but I noticed the tex was 256x125...... >< it happens
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