Placeholder Textures/Models

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Johannes
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Placeholder Textures/Models

Post by Johannes » Sun Mar 22, 2009 3:16 am

Sajber and I were talking on the IRC about how the source engine has a default texture and model it can fall back on when for some reason it cannot load a texture/model. For textures the source engine shows a pink and black checkerboard, and for models it shows Red flashing 'ERROR' text model.

I think that Phoenix should have similar emergency placeholder files.

There are several reasons why this would be beneficial:

- If someone has made a really complex map and somehow a filepath got messed up that they can still test it, and can see first-hand what's missing.
- It will make debugging alot easier and be far more helpful than a cryptic 'doesn't exist: _converted.dds' error.
- It will make the engine more robust and less likely to crash.
- As error handling stands right now, if you try to load -anything- with a missing file the engine crashes. this is extremely frustrating, and though I know error handling will be improved upon, this is one way to deal with it.

Instead of displaying a popup error message (which at least on a mac sometimes you can't even click for some reason and therefore have to force quit the program) Put the output text "texture 'blah' could not be found" into the console.



I put together a pack of such files that I would like phoenix to use in the future.

I figured a good texture would be the following design tiled:
square.png
square.png (285 Bytes) Viewed 2362 times
(made by Sajber to my specifications =) )

And for textures used in the terrain and the skymap a grid texture like this:
grid1.png
grid1.png (3.93 KiB) Viewed 2357 times
Because whaleman is legend, I feel he should be part of it too.
whaleman.png
whaleman.png (12.02 KiB) Viewed 2355 times
the despair he symbolizes mirrors that of the developers when they can't get their textures to work.


Here are some screenshots:
Lugaru 2ScreenSnapz005.png
Lugaru 2ScreenSnapz004.png
I left the Tile texture out of the sky because it would be too disorienting. the grid texture alone is enough there.

Here are the files:
http://jo-shadow.com/Public/Johannes/Mo ... efault.zip (2.9MB)
it includes a readme that explains each file and how to quickly preview them.

Bonus:
While testing I found one of the oddest bugs i've ever had in OG:
http://jo-shadow.com/Public/Johannes/Mo ... m_bug.html
Last edited by Johannes on Thu Mar 26, 2009 7:31 am, edited 6 times in total.

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tomascokis
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Re: Placeholder Textures/Models

Post by tomascokis » Sun Mar 22, 2009 4:05 am

great idea

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Sajber
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Re: Placeholder Textures/Models

Post by Sajber » Sun Mar 22, 2009 4:48 am

*Points at the texture* I made this!

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Johannes
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Re: Placeholder Textures/Models

Post by Johannes » Sun Mar 22, 2009 10:10 am

Sajber wrote:*Points at the texture* I made this!
yup, gave you special mention in the readme =)

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Sajber
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Re: Placeholder Textures/Models

Post by Sajber » Sun Mar 22, 2009 11:05 am

jo-shadow wrote:
Sajber wrote:*Points at the texture* I made this!
yup, gave you special mention in the readme =)
Thx :)

Mykei
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Re: Placeholder Textures/Models

Post by Mykei » Sun Mar 22, 2009 3:04 pm

Yeah.. Dev textures.. I don't see how they're needed though because we are working with meshes and not BSP brushwork.

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Johannes
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Re: Placeholder Textures/Models

Post by Johannes » Sun Mar 22, 2009 5:17 pm

Mykei wrote:Yeah.. Dev textures.. I don't see how they're needed though because we are working with meshes and not BSP brushwork.
You don't think it's annoying when you try to load an object whose file-paths aren't correctly defined, and so the engine crashes and you loose all the work you've done since the last save?

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tomascokis
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Re: Placeholder Textures/Models

Post by tomascokis » Sun Mar 22, 2009 5:24 pm

I certainly find that irritating

Mykei
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Re: Placeholder Textures/Models

Post by Mykei » Sun Mar 22, 2009 8:00 pm

jo-shadow wrote:
Mykei wrote:Yeah.. Dev textures.. I don't see how they're needed though because we are working with meshes and not BSP brushwork.
You don't think it's annoying when you try to load an object whose file-paths aren't correctly defined, and so the engine crashes and you loose all the work you've done since the last save?

Well of course, I should have read the OP better.

So pretty much a default 'error' model and texture to replace any missing asset? Sounds awesome. Overgrowth is slowly becoming like the source engine, i like that.

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Ac30
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Re: Placeholder Textures/Models

Post by Ac30 » Mon Mar 23, 2009 1:19 am

I hate it when my models look stunning and then fail to load and crash my system >_<

Phillip
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Re: Placeholder Textures/Models

Post by Phillip » Mon Apr 27, 2009 11:39 pm

Just added some of these to the engine. Thanks for making them, Jo-Shadow!

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tomascokis
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Re: Placeholder Textures/Models

Post by tomascokis » Mon Apr 27, 2009 11:57 pm

awesome!

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Johannes
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Re: Placeholder Textures/Models

Post by Johannes » Tue Apr 28, 2009 12:35 am

Aw man, that's awesome. Having the engine not crash when users are being stupid is always a plus :) (remember, it's -always- the user's fault ;) )

Sadly it does not seem to be in this week's alpha release. maybe next week.

Phillip
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Re: Placeholder Textures/Models

Post by Phillip » Tue Apr 28, 2009 4:53 am

Yeah, sorry, didn't quite make it into this week's alpha. But it's in now and you guys will get it next week!

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Johannes
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Re: Placeholder Textures/Models

Post by Johannes » Tue May 05, 2009 1:42 pm

And they're in! awesome!
"fail whale" is definitely the appropriate name :lol:

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