Please help, can't load dds

Salamandre

King
Joined
Aug 4, 2003
Messages
612
Location
France
So I build my own promotions png, then half way work tried to test in game, added the code to load and all ok, converted to dds using ModDdsConverter (tried all 3 choices) but once in game, I get texture error, can't load dds file. I have no idea how to proceed now, here is the png file (one of four-different sizes)

NlW4P8.png


The dds file is here: http://wakeofgods.org/mods/valery360.dds

In game:

YYB1KO.jpg
 
Sorry, but I have no clue what to do. What is Solution explorer panel? When I right click on dss file/properties, I don't have anything near that...
Did a search on my computer, there is nothing with that name. Did a google search, it says somrthing about visual studio, but my visual studio folder is empty.


@Edit: Ok, I found it in mod buddy. And now what? I open mod buddy, chose "open file", click on dds, my dds viewer opens it...and nothin g happens in mod buddy, I am lost.
 
  1. Project Opened in Modbuddy:
    Spoiler :
    Ss5QhX4.jpg
  2. Art File Selected
    Spoiler :
    eMcU9ct.jpg
  3. Right-Click the Art File name to Bring up menu
    Spoiler :
    ZXWu2YG.jpg
  4. Properties in the pop-up menu
    Spoiler :
    wKwrrnc.jpg
  5. Properties selected changes display. Note that "false" is set for Import Into VFS
    Spoiler :
    EgZg0Gr.jpg
  6. Selector is brought up by clicking on "false"
    Spoiler :
    JsmVfhe.jpg
  7. "True" chosen in place of false
    Spoiler :
    U3VKNkF.jpg
  • Directly after you open the mod project in ModBuddy, if you cannot see the "Solution Explorer" window, press "CTRL + ALT + L"
  • Do not use the "File Open" button to open a dds file. Use it only for XML, SQL, and LUA files
 
The open function is for opening the mod project file itself not for adding or setting properties to files. You do that by right clicking in the Solution Explorer pane (Add Existing Files in this case).
 
Lees, thanks for detailed help. But is like you talk chinese for me :(

Look, I have 4 dds files in a folder, a simple folder. You guys talk about projects, which have a specific extension which is required by Mod Buddy to open. I don't know how to do such thing, I only want my 4 dds files to convert to civ format.

So far, I open Mod Buddy, if I click "open existing project", it finds nothing with that extension on my HD. I am sorry if I look too newbie. Do I need to change my mod folder into project type, and how to do such thing?
 
The open function is for opening the mod project file itself not for adding or setting properties to files. You do that by right clicking in the Solution Explorer pane (Add Existing Files in this case).

I right-clicked everywhere, there is not a single pixel in mod buddy which proposes me"add files" on right click....Right-click in solution explorer panel has no reaction, nothing.
 
Have you actually ever created a new (empty) mod in ModBuddy ?
  1. Spoiler :
    mPfJFlL.jpg
  2. Spoiler :
    COJEODz.jpg
  3. Spoiler :
    v9OOQC2.jpg
  4. Spoiler :
    phAuuTl.jpg
You have to create a mod in order to add your dds files to it, and then you also need to add XML or SQL files (with the correct code within the files, and give them their proper mod activation instructions) in order for the game to know how and when to use these dds files.
 
Ok, now I start to get it. I created a new mod, for instance it is an empty folder on desktop. Now how do I add xml and dds files to it? They are already done, but the modbuddy wants me to write them again in modbuddy?
The game knows when to use those files, the only problem is their conversion.

I have the mod ready for use. Xml file is okay, did it manually, dds are done, mod info is done. So if I understand well, now you tell me all this can't work, so I must rebuilt all the mod from scratch using modbuddy (which I opened first time 2 hours ago and have no idea yet how to work with)?

Just to be sure, is this correct?
 
No, you're still not quite getting it. You use Add Existing Files to put them into the mod. You can't just copy them into the folder, or they're not actually a part of the mod.

You can make a mod without ModBuddy (and it sounds like you may have already by editing someone else's mod), but ModBuddy makes many tasks easier, and allows you to upload to the Steam Workshop.

No matter how you slice it though, the art files need to end up in the section of the mod's .modinfo file with import="1".
 
  1. Within Modbuddy, right-click on the name of the mod in Solution Explorer. In my previous post the name of my mod is showing as "Civ5Mod1" in the Solution Explorer window.
    This will bring up a pop-up menu with a choice of "Add"
  2. Clicking on "Add" expands the add menu to show choices of "New Item", "Existing Item" and "New Folder"
    • I usually like to do "New Folder" 1st and create a folder where I will keep my art files, but this is not mandatory
  3. If you select "Existing Item" this will open another pop-up menu where you can navigate to the folder where the dds files are currently located, and you can select them.
    • You can select multiple files all at once.
    • It would look something like this after you selected all your art files and just before you "accept" the selection. I 1st added a new folder called ART and after the new folder was added to the Solution Explorer "view", I right-clicked on the name of the folder ART to bring up the "Add" and then "Existing Item" choices so that when I complete the process of adding the new art files they will be placed under the ART folder and not directly under the name of the mod.
      Spoiler :
      lsIolx4.jpg
    • Clicking "Add" accepts the selection
    • America Little Bumps is the name of a mod where I knew there were a few art files I could use to create the screen capture. If you look closely at the screen capture you will see I am adding files into the mod called Civ5Mod1 and I am grabbing these files from a folder completely outside that mod.
  4. In Solution Explorer, your mod might now look something like this:
    Spoiler :
    63MIr0O.jpg
  5. Now you can refer back to the earlier posts in this thread on how to set the file properties for these art files to ImportIntoVFS=true
  6. When you need to add an XML file or an SQL file or an lua file you will generally pick "Add" > "New Item", which takes you to a pop-up menu where you can select the type of empty file (XML, SQL, or LUA) you wish to add to the mod
  7. After doing all this stuff DON'T FORGET TO SAVE YOUR WORK!
    • I generally use the "Save All" under the top-bar "File" menu
 
Ok, I get it now.

This is current state, I managed to add items to new mod:
[Lees removed the image from the quote]

I set all dds to true. What do I have to do now, please? :crazyeye:

Is VFS about conversion or about properly building dds files in mod? If I save now this empty mod, can I more the dds files back to testing mod? Sorry for many questions?
I see you self-ninja'd my previous post. :)

Import Into VFS = true is so the game will know to add these files into the game's Virtual File System when the mod gets activated. It does not otherwise alter the file.

It is getting late for me so I will not be able to answer further on what you now need to do to tell the game when and how to use these art files.
 
Ok, I scratched my head for two hours but finally I understood what you mean, guys. Importing with modbuddy files into mod creates the right code in the mod info. Without this code, the game doesn't read them.

<Files>
<File md5="77755DDCD975172B33C05E0D40660A84" import="1">ART/PromoIconAtlasx256.dds</File>
</Files>

Thanks for having the patience to deal with a beginner. Looks like a powerful tool, yet not user friendly under 1 hour of practice. :lol:
 
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