I'm currently trying to add more fallen empire variations with different gfx culture textures. For whatever reason in game some of these new tetures show up as xyz colourful box of death instead of with the textures. Construction ships, spaceports and transport ships still have the correct textures though.
As far as I am aware I cannot see any error in my coding so am at a loss as to why some of my textures are just deciding to not appear in game.
Code for the texture of the Large Warship:
Does anyone know where I have gone wrong here?



As far as I am aware I cannot see any error in my coding so am at a loss as to why some of my textures are just deciding to not appear in game.
Code for the texture of the Large Warship:
*/gfx/models/ships/fallen_empire_01/_fallen_empire_01.gfx :
*/gfx/models/ships/fallen_empire_01/_fallen_empire_04_entities.asset :
Code:
pdxmesh = {
name = "fallen_empire_04_warship_large_mesh"
file = "gfx/models/ships/fallen_empire_01/fallen_empire_large_warship.mesh"
scale = 1.0
meshsettings = {
name = "finished_MeshShape"
index = 0
texture_diffuse = "fallen_empire_large_warship_04_diffuse.dds"
texture_normal = "fallen_empire_large_warship_normal.dds"
texture_specular = "fallen_empire_large_warship_specular.dds"
shader = "PdxMeshTerra"
}
}
Code:
entity = {
name = "fallen_empire_04_warship_large_entity"
pdxmesh = "fallen_empire_04_warship_large_mesh"
#TEMP REMOVE WHEN BUG IS SOLVED
#locator = { name = "large_gun_01_l" position = { 0 0 0 } }
#locator = { name = "large_gun_01_r" position = { 0 0 0 } }
locator = { name = "large_gun_02" position = { 0 0 0 } }
#
#
#locator = { name = "large_gun_01" position = { 0 0 0 } }
#locator = { name = "large_gun_02" position = { 0 0 0 } }
#
#locator = { name = "medium_gun_01_l" position = { 0 0 0 } }
#locator = { name = "medium_gun_02_l" position = { 0 0 0 } }
#locator = { name = "medium_gun_03_l" position = { 0 0 0 } }
#locator = { name = "medium_gun_04_l" position = { 0 0 0 } }
#locator = { name = "medium_gun_01_r" position = { 0 0 0 } }
#locator = { name = "medium_gun_02_r" position = { 0 0 0 } }
#locator = { name = "medium_gun_03_r" position = { 0 0 0 } }
#locator = { name = "medium_gun_04_r" position = { 0 0 0 } }
scale = 0.8
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
start_event = { trigger_once = yes sound = { soundeffect = "amb_fallen_empire_warship_01" } }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_red_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "engine_large_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_large_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06" particle = "mammalian_01_2_35_ship_exhaust_oblong_moving_particle" trigger_once = yes keep_particle = yes }
}
state = { name = "death" chance = 1 looping = no state_time = 10
event = { time = 0.0 node = "explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.4 node = "explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.0 node = "explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.6 node = "explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 1.9 node = "explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.1 node = "explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 2.83 node = "explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.26 node = "explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 3.9 node = "explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
event = { time = 4.1 node = "explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}
}
Does anyone know where I have gone wrong here?