1 Build.bat crashes when compiling textures...why?


So I have made a few buildings that I would like to see in game, but am having a bit of trouble compiling.

I am following <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6338-discrepancy/&do=hovercard" data-mentionid="6338" href="<___base_url___>/index.php?/profile/6338-discrepancy/">@Discrepancy</a>'s tutorial at WOB, and am testing out by making the building I made into a house (it is meant to be a blacksmith but keeping it simple...).

I have followed the tutorial to a tee, but when I run "1 Build.dat' it crashes when compiling the texture.rsc. Attached is a screen shot of as far as it gets.

Any ideas why this is? I have double and triple checked the names and they all match up. Could it be an issue with the .png?

<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2016_12/584b3ea3018fe_CompilingCrash.jpg.4af0dfd99c7d7e9c9bdb3110bfe52969.jpg" data-fileid="182">[img]<fileStore.core_Attachment>/monthly_2016_12/584b3ea340817_CompilingCrash.thumb.jpg.0350c5c261c3e776a33185aac913e299.jpg[/img]</a>


Make sure your textures following power 8 sizing I.e. 128x128, 256x256, 512x256.... you get the idea.

Also if you're using alpha transparent textures set your in game directx to 9, not 10 or 11 (or whatever the higher one is, I forget). 


Thanks for that. It was a combination of the .png not being the same each side and also too large I think.

So I got it working, and got it into the game. However, the textures were very bright, you could just make out the details but it looked like the building was shining. It also needed scaling down. I scaled it down, re-built it, but now cannot execute the "2 run.bat" with out it either a) freezing on start up, or b) crashing when I click the button to select the building. Attached is a screen shot of the error. 

It would seem somewhere along the line I changed something.... but I can't figure out what.

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2 hours ago, Necora said:

I scaled it down, re-built it, but now cannot execute the "2 run.bat" with out it either a) freezing on start up, or b) crashing when I click the button to select the building. Attached is a screen shot of the error. 

If it is crashing when you click on the building it is more likely an issue within the template file, or some UI element. Double check your template files for inconsistencies with vanilla buildings. Otherwise don't hesitate to send me a private message (or post here if you wish) with your template files, I can look them over and might be able to see the issue.


Alrighty, I don't think it was the UI or template, I went through them and re-made the whole thing from scratch and it still crashed. I was, however, having trouble compiling the texture aspect of the model, and mainly due to .rsc not being found. It was looking for 'PortRoyalTailorTextures.rsc' but I had 'PortRoyalTailorTexture.rsc'. Now if I renamed it with the 's' on the end, '1 build.bat' finished with no problems, but the game crashed. I had a look through but could not figure out why it was looking for 'Textures' not 'Texture' until I realized it was reading it from the name of the material or texture part of the model, not from any of the .rsc files. I went into the model, removed the texture images, renamed the material, texture, and .png images just 'PortRoyalTailor' and changed the respective instances in the .rsc files and bingo! We have a fully functional house.

<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2016_12/Screenshot0.jpg.426ba0e7418c1ce14275c7c4adcb0771.jpg" data-fileid="194">[img]<fileStore.core_Attachment>/monthly_2016_12/Screenshot0.thumb.jpg.59f6c74c1b20462314438dd300c43393.jpg[/img]</a>

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Now there are a few problems, it was originally build for a 3x3 tile but after scaling it down it is now only 2x2, so that needs to be updated. Also, some of my face edges are mis-aligned in the texture area so need to be moved around (the side roof should be shingles and there are parts of the chimney missing). Oh, and the smoke comes out from too low in the chimney.

So I will fix those, then use what I have learnt to see what is wrong with the blacksmith.


Hmm... I made them 2x2 but now the building is offset slightly. If I play normally, they builders don't build it, and if I use debug, place with no build cost, and run the game, it crashes when they try to move in. Ideas?

Edit 1 - also the textures in blender line up perfectly, not sure why the side of the roof and the chimney are wrong/missing in game.

Edit 2 - So I have tried a few footprint sizes 2x3 (with a road) and 3x3 (no road). In both instances the building centers to the middle of the squares (so in the 2x3 version it is overlapping the road tiles by 1/2). I'm not sure if this is why it is crashing or how to figure out the problem with the location.

p.s. apologies for the constant questions! <a class="ipsAttachLink ipsAttachLink_image" data-fileid="196" href="<fileStore.core_Attachment>/monthly_2016_12/Screenshot2.jpg.595e8a4f9225b1cea40b1b88a03257b1.jpg">[img]<fileStore.core_Attachment>/monthly_2016_12/Screenshot2.thumb.jpg.16815e3ad7f154341dd66494a6522d9f.jpg[/img]</a>


So after some playing around it seems the crash issue arose when scaling the model down to make it a better size. Unfortunately I saved over the pre-scaled version (big lesson right there...) so I made another model from scratch to see. It worked fine when loading it in the game the first time, but was too large. So instead of scaling it down using the transform option on the object view, I went into edit mode and re-arranged every piece (there were not many, so it didn't take too long). When I re-built the mod and loaded it up, it worked fine with no crashes. This pics are the smaller version, although it is still a little too large in relation to the buildings IRL.

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This one is meant to be a shore fisher, eventually, but for the moment is a mini house. The textures on the triangle faces still didn't come out properly. I'll start a new question thread for that!

Thanks for your help all.