Open emre1601 opened 4 years ago
You can change this method to always return TextureFormat.RGBA32
. This will cause the textures to use a little more RAM and VRAM though.
@mukaschultze unfortunately, my problem is exactly the trees and the whole map, except 1 or 2 soil ground, turns yellow like this. Can you tell me exactly what code to change to fix this? If possible, can you send me the edited version of that script file?
@emre1601 Have you fixed the error? I am trying to import map with ground and building textures
It's been a while since I stopped messing around, I don't even remember if we solved it
@emre1601 Damn, i really need sa map, atleast heightmap lol but yeah creator went ded
@emre1601 Damn, i really need sa map, atleast heightmap lol but yeah creator went ded
This should fix: https://github.com/mukaschultze/grand-theft-auto-for-unity/issues/2#issuecomment-692997301
@mukaschultze which line to edit? My english understandings went rip.
@emre1601 Damn, i really need sa map, atleast heightmap lol but yeah creator went ded
This should fix: #2 (comment)
@mukaschultze fixed using chatgpt, but there are so many missing models
@projectrift
Setting the _Cutout
value to 0 fixed the invisible texture problem. I've tried modifying the .shader
file to no avail, hence this can be done directly by modifying Unity Scene file.
Simple script like this worked for me:
with open("Assets/Scenes/Default.unity") as f:
f_list = list(f)
for n, k in enumerate(f_list):
if "CUTOUT" in k.upper():
if k[-2] == '1': # default value of _Cutout is 0.01
f_list[n] = k[:-2] + '0' + k[-1:] # change to 0.00
with open("Assets/Scenes/Default2.unity", "w+") as f:
f.writelines(f_list)
Please note that you need to save your scene. Don't forget to duplicate the [YOUR_SCENE_NAME].unity.meta
to avoid errors.
Texture Error ! The texture on the whole map look like this.
SetPixels32 can only be called on a RGBA32, BGRA32, ARGB32, RGB24, BGR24 or Alpha8 texture but is being called on TextureFormat(7) UnityEngine.Texture2D:SetPixels32(Color32[]) GrandTheftAuto.Txd.Decoding.DXT1:DecodeTextureWithProcessor(BufferReader, Int32, Int32, RasterFormat) (at Assets/Scripts/Txd/Decoding/DXT1.cs:90) GrandTheftAuto.Txd.Decoding.Decoder:DecodeTexture(BufferReader, Int32, Int32, RasterFormat) (at Assets/Scripts/Txd/Decoding/Decoder.cs:40) GrandTheftAuto.Txd.Texture:Load() (at Assets/Scripts/Txd/Texture.cs:87) GrandTheftAuto.Txd.Texture:get_Texture2D() (at Assets/Scripts/Txd/Texture.cs:23) GrandTheftAuto.Txd.Texture:op_Implicit(Texture) (at Assets/Scripts/Txd/Texture.cs:134) GrandTheftAuto.Dff.Material:GetUnityMaterial(String) (at Assets/Scripts/Dff/Material.cs:64) GrandTheftAuto.Ide.ItemDefinition:CreateRenderer(Frame, GameObject, String) (at Assets/Scripts/Ide/ItemDefinition.cs:116) GrandTheftAuto.Ide.ItemDefinition:CreateTransform(Frame, Transform, String, Boolean) (at Assets/Scripts/Ide/ItemDefinition.cs:86) GrandTheftAuto.Ide.ItemDefinition:CreateObject(Boolean) (at Assets/Scripts/Ide/ItemDefinition.cs:63) GrandTheftAuto.Ide.ItemDefinition:GetObject(Boolean) (at Assets/Scripts/Ide/ItemDefinition.cs:49) GrandTheftAuto.Loader:Place(ItemPlacement, ProgressBar) (at Assets/Scripts/Loader.cs:125) GrandTheftAuto.Loader:Load() (at Assets/Scripts/Loader.cs:91) GrandTheftAuto.Editor.MenuItems:LoadMap(GtaVersion) (at Assets/Scripts/Editor/MenuItems.cs:165) GrandTheftAuto.Editor.MenuItems:LoadGTAVC() (at Assets/Scripts/Editor/MenuItems.cs:154)