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Posted
On 6/28/2022 at 12:50 PM, 911reg said:

try this one instead, i cleaned it off a bit so it's really lite, just make sure to put it in your client's root folder, otherwise some texture dependencies might get fucked up. Plus you can directly open the client's utx files without having to decrypt them
https://drive.google.com/file/d/1jTiNqL6R-Bq5ISJUNG-sMIzcO5YN_5d2/view?usp=sharing

 

 

yours still give the rgbawsplit error in loggs.

Posted (edited)
On 8/24/2023 at 8:14 PM, 911reg said:

wdym? which logs?

in l2.log of the game, using your client the icons i make still generate the rgba error, but his not, could you fix?  Your editor processes total animation time good, but his does not , generates a huge number whatever you write (if total frame number u insert 16, 23, anything, it shows after as 1453832) 

Edited by darta
Posted (edited)
12 hours ago, darta said:

in l2.log of the game, using your client the icons i make still generate the rgba error, but his not, could you fix?  Your editor processes total animation time good, but his does not , generates a huge number whatever you write (if total frame number u insert 16, 23, anything, it shows after as 1453832) 

forgot about that, at some point they added another int named RGBA8RawData to the Texture class, so when you save any texture it'll also contain that variable, tho since it doesnt exist in older clients it'll just throw a warning. This can be ignored mostly but it annoys the fuck out of me, gonna upload a fix to my topic in a bit, but basically you can simply go to Object > Material > RenderedMaterial > Texture, scroll down to the bottom and delete the .int, then recompile changed scripts, and save the engine.u 

 

edit: @darta here you go

Edited by 911reg
Posted (edited)
On 8/26/2023 at 9:02 PM, 911reg said:

forgot about that, at some point they added another int named RGBA8RawData to the Texture class, so when you save any texture it'll also contain that variable, tho since it doesnt exist in older clients it'll just throw a warning. This can be ignored mostly but it annoys the fuck out of me, gonna upload a fix to my topic in a bit, but basically you can simply go to Object > Material > RenderedMaterial > Texture, scroll down to the bottom and delete the .int, then recompile changed scripts, and save the engine.u 

 

edit: @darta here you go


would be awesome if you could fix and re-upload , tbh, 
Thank you so much . 
 

would be awesome if you could fix and re-upload , tbh, 
Thank you so much . 
 

Edited by darta
  • 2 weeks later...
Posted (edited)
9 hours ago, darta said:

i guess you will not fix this 😞

didn't my version work for you?
i tested it and it seemed to work perfectly fine, no RGBA8RawData errors whatsoever

Edited by 911reg
  • 2 weeks later...
Posted
On 8/26/2023 at 9:02 PM, 911reg said:

forgot about that, at some point they added another int named RGBA8RawData to the Texture class, so when you save any texture it'll also contain that variable, tho since it doesnt exist in older clients it'll just throw a warning. This can be ignored mostly but it annoys the fuck out of me, gonna upload a fix to my topic in a bit, but basically you can simply go to Object > Material > RenderedMaterial > Texture, scroll down to the bottom and delete the .int, then recompile changed scripts, and save the engine.u 

 

edit: @darta here you go

i mean this, you said you will going to upload a version which has this fixed. I am not good at compiling. 

Posted
39 minutes ago, darta said:

i mean this, you said you will going to upload a version which has this fixed. I am not good at compiling. 

I updated it as soon as I posted my comment though 😅

 

image.png

image.png

image.png

 

Posted
On 9/25/2023 at 9:00 PM, 911reg said:

I updated it as soon as I posted my comment though 😅

 

image.png

image.png

image.png

 

omg, i am terribly sorry, 

THANK YOU SO MUCH! i will test it now. don`t know how i missed it, i checked your topic daily weeks ago for a change.

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