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muffinsen99

Recruit
May 6, 2020
5
0
Could someone help me solve this error. I'm trying to import a custom asset that I made tp asset editor, but this is stopping me. One I click it away it's just blank when I select my asset it's just blank.
Blank.PNG


GetColors(): format not supported [System.NotImplementedException]

Details:
No details
System.NotImplementedException: GetColors(): format not supported
at (wrapper managed-to-native) ColossalFramework.Importers.Image:GetColors (int)
at ColossalFramework.Importers.Image.GetColors () [0x00000] in <filename unknown>:0
at AssetImporterAssetImport.LoadXYSTexture (System.String textureBaseName, ColossalFramework.Threading.Task`1 modelLoad, ColossalFramework.Threading.TaskDistributor subDistributor) [0x00000] in <filename unknown>:0
at AssetImporterAssetImport+<LoadTextures>c__AnonStoreyAE.<>m__2B () [0x00000] in <filename unknown>:0
 
Last edited:
Make sure your model is just 1 object, and make sure you have it selected (and ONLY your model selected) when exporting. For Blender you need to check the options for

Selected Objects
!EXPERIMENTAL! Apply Transforms
Tangent Space (this one is in the tab Geometry)

And then you need to uncheck "Add leaf bones" in the Armatures tab.

Even if the texture isn't working, the model should show up. It will just be white without the texture.
 
Make sure your model is just 1 object, and make sure you have it selected (and ONLY your model selected) when exporting. For Blender you need to check the options for

Selected Objects
!EXPERIMENTAL! Apply Transforms
Tangent Space (this one is in the tab Geometry)

And then you need to uncheck "Add leaf bones" in the Armatures tab.

Even if the texture isn't working, the model should show up. It will just be white without the texture.
Managed to get the model in-game now, but still got to get the texture in aswell. And have no idea how to do that.
 
Check the name of the texture. It's very important it has the same name as the model, but with a suffix at the end. As an example if the model is called this:

FancyAsset.fbx

Then the textures should be named like this:

FancyAsset_d.png
FancyAsset_s.png
FancyAsset_n.png

And so on. For LODs the model needs to be called FancyAsset_LOD.fbx (upper case LOD), while the textures use lower case like this FancyAsset_lod_d.png