Hi,
so far I've been working with RGBA8 textures. I just imported my stuff (tga with alpha and 24bit bmps) and went with it. Now I felt like compressing everything to DXT3 but UnrealEd is really crash-happy with that for some reason!
I was able to compress about three textures at a time before it crashed when compressing the forth one. So I saved after ever texture. Inconvenient but it worked, sort of. Now I can't load the last save anymore. When I attempt to load it UnrealEd crashes with this messages:
(nothing important is lost. I have a seperate save from right before I started compressing. I just want to compress my textures and not have Unrealed crash.)
so far I've been working with RGBA8 textures. I just imported my stuff (tga with alpha and 24bit bmps) and went with it. Now I felt like compressing everything to DXT3 but UnrealEd is really crash-happy with that for some reason!
I was able to compress about three textures at a time before it crashed when compressing the forth one. So I saved after ever texture. Inconvenient but it worked, sort of. Now I can't load the last save anymore. When I attempt to load it UnrealEd crashes with this messages:
Assertion failed: SourceFormat == DestFormat [File:.\UnTex.cpp] [Line: 2113]
History: FStaticTexture::GetTextureData <- myLevel.MurphSky.WestSmall <- FD3DTexture::Cache <- FD3DRenderInterface::CacheTexture <- FD3DRenderInterface::SetShaderMaterial <- FD3DRenderInterface::SetMaterial <- DrawTextureBrowser <- REN_TexBrowser <- UUnrealEdEngine:raw <- (Cam=TextureBrowserUsed,Flags=1073742464 <- UWindowsViewport::Repaint <- WPageUsed::RefreshViewport <- WBrowserTexture::RefreshTextureList <- WBrowserTexture::RefreshAll <- WBrowserMaster::RefreshBrowser <- WBrowserMaster::RefreshAll <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="E:\Spiele\Steam\steamapps\common\killingfloor\Maps\oil8.rom").. <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
(nothing important is lost. I have a seperate save from right before I started compressing. I just want to compress my textures and not have Unrealed crash.)