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Sushi: D3 What is the colored noise texture’s file name?

Posted: Sat Nov 10, 2007 12:04 am
by sushi.h.a.
I am trying to find the file name of the colored noise texture.

When no texture (or a missing texture) is assigned to a wall, you see a texture that looks like colored noise (static), and the texture display area in D3Edit reads \"SAMPLE TEXTURE\". (Note: I’m not talking about the rainbow outrage test texture.)

Does anyone know what the name of this texture is?
Either the OGF file name, or Texture Table Page name, would be a great help. I’ve been searching for a while now so any suggestions are welcome.

Thanks
-sushi

Posted: Sat Nov 10, 2007 5:24 am
by Nirvana
If you can't find it in the ogf file it may be hardcoded.

Posted: Sat Nov 10, 2007 11:25 am
by Duper
it might be. I looked through the textures for an hour and couldn't find it. (there are a LOT of textures).

Posted: Sat Nov 10, 2007 11:34 am
by SuperSheep
It is not stored as a separate graphics file in any of the hog's. I believe it is hardcoded.

Posted: Sat Nov 10, 2007 2:16 pm
by sushi.h.a.
I was worried that it might be hardcoded. Is there a way to override it? That is, is there a way to replace it with another texture? I think there may not be, as I’m assuming that the noise texture is designed to be load only for a \"null\" texture pointer, and is therefore likely an embedded recourse in the engine code.

My main reason for asking about this is that I tried moving several level files into a single mission. I have been trying to avoid custom texture conflicts, so initially I did not include any of the custom level content. All I included in the new mission package were the d3l, dll (if any), and msg (if any) files. This should guarantee that the level and its scripts work correctly as far as I know.

Then I sorted the custom texture files that did not conflict with D3 textures out of the rest of the custom texture files. Now I have the non-conflicting custom textures, and the custom texture page files from the mission gam table files, but when Include all that stuff the mission crashes. So as a last resort I figured I could try overrideing the noise texture so it would at least be less obtrusive when it appeared in a level.

Any recommendations?

Posted: Sat Nov 10, 2007 3:45 pm
by Floyd
if there is this noise texture, that means that the respective texture is missing. if that is the point, you should be able to add it without problems. if you haven't added the custom replacement textures you would just see the original texture instead of the noise.
that means, as long as you see noise, then there are extra custom textures missing.

Posted: Sun Nov 11, 2007 8:58 pm
by Kyouryuu
I think what he's saying is that, in trying to merge several levels with many custom textures into one, he is running into the problem of D3Edit marking all custom textures with the same \"SAMPLE TEXTURE\" noise. Unfortunately, this dereferences the actual texture it was pointing to and since all custom textures revert to the same noise, it's not a simple search-and-replace.

Posted: Mon Nov 12, 2007 3:57 am
by Sirius
A mission is quite different from a level in Descent 3 terms, but that would make sense.