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Failed to convert textures Errors

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unitedkingdom
Hi, sorry I'm back again with more errors..

Been trying to add custom lines to an airport and have followed this guide on how to do that, but i keep getting 3 errors when trying to build the package.

Error.jpg


I'm not sure why it is saying the "Output path does not exist" as that file structure does.

Any help is appreciated,
Thanks all!
 
Output path does not exist because it failed to convert the texture in the line above. The output path errors are a symptom of the failure to convert texture. Fix the first error and the others two will go away.

1. Does lines.png exist in PackageSources?

2. What format and dimensions is lines.png? Are the dimensions in multiples of 2, ie 2,4,8,16,32,64,128,256,512,1024,2048,4096?
 
Thanks for replying, that texture is in the PackageSources folder and was a multiple of 4, 820x820.
Not sure what went wrong with that one but have got others to work.
 
I'm used to FSX so I got used to textures being in powers of 2. So 820x820 seems weird to me even though the SDK says multiples of 4 is OK.

If you have other textures that are not powers of 2 and they work then I'd copy one of them to Lines.png and try to see if that works. If it does then there is something wrong with the original Lines.png. If not then there is something wrong with your materiallibs.
 
I was sure that the rule for texture size was "Power of 2"
And was wrong [emoji28]
In the docs they say multiple of 4
Tried with 820x820 and compile successfully
Also assign the same 820x820 to a material, compile successfully!

So the problem Is not the texure size

Maybe Is failing to convert because Is not finding It? Is the texture in the right texture folder?
Maybe you can share your project (stripping) down unnecessary elements like other textures or scene/modelLib

Also a full console log could be helpful, you can export It as plain text (clean the console before Building)

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
I was sure that the rule for texture size was "Power of 2"
And was wrong [emoji28]
In the docs they say multiple of 4
Tried with 820x820 and compile successfully
Also assign the same 820x820 to a material, compile successfully!

So the problem Is not the texure size

Maybe Is failing to convert because Is not finding It? Is the texture in the right texture folder?
Maybe you can share your project (stripping) down unnecessary elements like other textures or scene/modelLib

Also a full console log could be helpful, you can export It as plain text (clean the console before Building)

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
When I use the 820x820 I get the errors. But when I reduced the textures to 816x816, no errors, no warnings and they work correctly.
 
When I use the 820x820 I get the errors. But when I reduced the textures to 816x816, no errors, no warnings and they work correctly.
Interesting. I just tested a 820x820 texture on an aircraft and it compiled with no problems. It sounds like then, for scenery and material libs that the texture size needs to be a multiple of 16 while for models a multiple of 4 is OK?

The SDK on materiallibs says powers of two (which I originally posted) but maybe that has changed (or was never quite correct). Where is that post I made about never trusting MSDS sdk documentation?:

"Normally you would be adding a MaterialLib asset group to a project that already has another asset group that will be using the materials you are creating, for example a Scenery asset, or a VFX asset. So, for this example, we'll be adding a material library to a simple airport and using a custom material for a runway. You'll also need to have previously created the textures that you want to use for the material (you will need at least an albedo texture, although you may require others) as we'll be adding them to the project folder. Note that textures should be authored as PNG , BMP or DDS files, and should always be powers of two in size (eg: 512x512px, or 2048x2048px, etc...)."
 
Interesting. I just tested a 820x820 texture on an aircraft and it compiled with no problems. It sounds like then, for scenery and material libs that the texture size needs to be a multiple of 16 while for models a multiple of 4 is OK?

The SDK on materiallibs says powers of two (which I originally posted) but maybe that has changed (or was never quite correct). Where is that post I made about never trusting MSDS sdk documentation?:

"Normally you would be adding a MaterialLib asset group to a project that already has another asset group that will be using the materials you are creating, for example a Scenery asset, or a VFX asset. So, for this example, we'll be adding a material library to a simple airport and using a custom material for a runway. You'll also need to have previously created the textures that you want to use for the material (you will need at least an albedo texture, although you may require others) as we'll be adding them to the project folder. Note that textures should be authored as PNG , BMP or DDS files, and should always be powers of two in size (eg: 512x512px, or 2048x2048px, etc...)."
See my message above, i compile 820x820 for either material and scenery objects and the compiler didn't throw error, maybe OP had a malformed texture [emoji848]

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
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