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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Requested feature was omitted at compile time?
Pending
General Member
Since: Jul 6, 2003
Posts: 45
Last: Jun 28, 2007
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 10:32 pm
ok well i checked my custom textures and there all baseline...i even took out the load screen pictures and it STILL didint work..i dunno whats going on now
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 10:35 pm
Belive laod screen can be 1024x1024.... lots much sharper and better although a little bigger...

you makes your choices...

Funk
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 10:46 pm
This is just a shot in the dark, but did you add any models to the map just before you got the error. Or are you using any textures other than .jpg?
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Pending
General Member
Since: Jul 6, 2003
Posts: 45
Last: Jun 28, 2007
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 10:50 pm
i am using a texture that is tga and i didnt add any models before i got this error
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
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Level 6
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 10:58 pm
Did you save the alpha channel as 8 bit grayscale?
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Pending
General Member
Since: Jul 6, 2003
Posts: 45
Last: Jun 28, 2007
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Level 2
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 11:17 pm
dunno.... it says the lowest is 16/bit resolution
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 11:29 pm
I am not the best person to explain about alpha channels, but I think they need to be saved as 8 bit greyscale, but could be wrong.

You could try going to a previous saved version of you’re map, or back track and delete everything you added up to the point you got the error then add them one by one.

Wish I could be of more help but its Thursday morning here and I need some sleep.

If you haven’t solved the problem by the next time I am online we will take it from there.

This has got to be one of the hardest problems to solve. [ohwell]
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Pending
General Member
Since: Jul 6, 2003
Posts: 45
Last: Jun 28, 2007
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Level 2
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 11:42 pm
alright il try that
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Thursday, Oct. 23, 2003 11:43 am
Forget what I said about alpha channels, I was too tired when I posted that.

The .tga file needs to be saved as a 32 bit file.
Also, make sure you have no shader errors if you have any custom textures.
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