I can't do a .tobj (please help)

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edde479
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30 May 2014 11:32

Whait I have the bak file also in the overlay map! aha!


Whait I test again!

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edde479
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30 May 2014 11:37

(Sorry for double post!)

This is the game.log again:

00:00:50.893 : Building kdop tree for all sectors.
00:00:50.895 : Sectors' trees finished.
00:00:50.900 : <ERROR> [fs] Failed to open file "/material/ui/map/road/road_se_rv27.mat" in the read_only mode
00:00:50.900 : <ERROR> [material] Can not open '/material/ui/map/road/road_se_rv27.mat'
00:00:54.301 : Building kdop tree for all sectors.
00:00:54.303 : Sectors' trees finished.
00:01:13.469 : <ERROR> [zipfs] The was an error while decoding (road_se_rv27.tobj)
00:01:13.469 : <ERROR> [zipfs] Failed to decode data! (road_se_rv27.tobj).
00:01:13.469 : <ERROR> [fs] cached read - buffer update failed (/material/overlay/road_se_rv27.tobj)
00:01:13.469 : <ERROR> [tobj] Can not read '/material/overlay/road_se_rv27.tobj'
00:01:13.540 : <ERROR> [tobj] NULL texture data
00:01:13.540 : <ERROR> [tobj] NULL texture data
00:01:13.540 : <ERROR> [dx9] Failed to create texture in hw_load().
00:01:13.540 : <ERROR> FIXME: Texture update failed (/material/overlay/road_se_rv27.tobj)
00:01:13.540 : <ERROR> [tobj] NULL texture data
00:01:13.540 : <ERROR> [tobj] NULL texture data
00:01:13.540 : <ERROR> [dx9] Failed to create texture in hw_load().


WHAT DOES "null"! Why can't ETS2 not read the tobj file!



Can anyone send a finished tobj file! or something...

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MandelSoft
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30 May 2014 11:49

How exactly did you edit your TOBJ file?
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edde479
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30 May 2014 13:29

With HxD!

..±p.................................... ......./material/overlay/road_se_rv27.dds

Those other numbers behind, I can't copy with the...
Last edited by edde479 on 30 May 2014 13:46, edited 1 time in total.

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ScuL
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30 May 2014 13:34

The TOBJ format also includes the length of the filename so if you renamed it from something that was also 2 charachters (like road_se_rv80.dds) or something it would be fine. But if you would take it from a single char (road_se_rv7.dds) you would need to adapt the length position. It's stored in hex value.
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MandelSoft
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Location: Zoetermeer [NL]

30 May 2014 13:36

Have you tried the other TOBJ editor I linked?
Your daily dose of wisdom!
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║╔═╗║────║║╚╝║║────║║
║╚═╝╠═╦══╣╔╗╔╗╠══╦═╝╠══╗
║╔══╣╔╣╔╗║║║║║║╔╗║╔╗║══╣
║║──║║║╚╝║║║║║║╚╝║╚╝╠══║
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edde479
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30 May 2014 13:52

What, have I done wrong?

(If so: what?) :|

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Nico
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30 May 2014 13:57

First of all you are missing the .mat file....


Secondly your .tobj file seems to be corrupt. At least it doesn't contain any texture data.
Am I developing at the moment?
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edde479
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30 May 2014 14:03

.mat file (in notepad++):

material : "eut2.sign" {
texture[0] : "road_se_rv27.tobj"
texture_name[0] : "texture_base"
diffuse : { 1 , 1 , 1 }
specular : { 0 , 0 , 0 }
shininess : 4
add_ambient : 0
}



.tobj file (in HxD):

..±p.................................... ......./material/overlay/road_se_rv27.dds


.dds file (in Paint.NET):

(I don't know how to send a picture/image)


Can anyone see a fail??

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Nico
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30 May 2014 14:11

What is the name of the mat file and where did you locate it in the mod?
Am I developing at the moment?
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Main Developer of ProMods and Moderator.



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