Help:Replacing textures: Difference between revisions

→‎Troubleshooting: Added 2 additional questions
(→‎Replacing The Textures: Better wording)
(→‎Troubleshooting: Added 2 additional questions)
 
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=== Game crashing ===
=== Game crashing ===
The game cannot gracefully handle too many resources loaded at once, so too many large textures will cause the game to be unable to allocate memory for a resource, return a null pointer, and crash. Only replace textures with new textures of the same size or smaller unless the loss of detail is unacceptable.
The game cannot gracefully handle too many resources loaded at once, so too many large textures will cause the game to be unable to allocate memory for a resource, return a null pointer, and crash. Only replace textures with new textures of the same size or smaller unless the loss of detail is unacceptable.
=== Textures Looking Blocky/Not Like What You Imported ===
If you import something with a swizzle pattern other than 0, then Toolbox will properly import and sort the blocks according to the pattern, but will then save the file and not write the swizzle pattern out. It will instead log everything as having swizzle pattern 0, and when loading the textures, their blocks will be put together in the wrong configuration.
The current workaround, if you experience this, is to reimport the correct-looking texture and choose swizzle pattern 0 on import.
=== Toolbox Crashes When Opening Textures From A Tex2 File ===
Tex2s only contain mipmaps, not full textures. Toolbox doesn't get enough info when trying to open the Tex2 directly, and just crashes. To edit mipmaps, you need to open the Tex1 while the Tex2 is in the same folder. Then, you can replace the full-size textures and Toolbox will also import the mipmaps (if DDS) or generate them for you (if PNG or another type without mipmaps).
[[Category:Guides]]
[[Category:Guides]]
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