Yakuzashi Posted September 16, 2018 Share Posted September 16, 2018 (edited) Hi everyone ! I have came across something really annoying and I don't know how to fix it. I think that I tried everything in this case, but if I am wrong and I just overlooked something...well...execute me at the dawn. So, in my mod I created item that is ingredient for other custom items. Generally it's fine, I can see this item (star) on the ground and in my inventory and containers, but one main issue is that I can't see it in crafting tab. All what I see is just name of it (when I move my mouse there) on a empty icon field. If someone here knows the solution or met something like this before let me know. Info: - modmain.lua --STAR Data GLOBAL.STRINGS.NAMES.STAR = "Star" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.STAR = "A reward for my patience!" GLOBAL.STRINGS.RECIPE_DESC.STAR = "A reward for my sacrifice!" local star = Ingredient( "star", 1 ) star.atlas = "images/inventoryimages/star.xml" local star = AddRecipe("star", { Ingredient(GLOBAL.CHARACTER_INGREDIENT.HEALTH, 200)}, namwar, TECH.NONE, nil, nil, nil, nil, "usmccaptain", "images/inventoryimages/star.xml") Assets Quote Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex"), Its prefab file is included in PrefabFiles section. Speak of the devil, so here it is. local Assets = { Asset("ANIM", "anim/star.zip"), Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex") } local prefabs = { } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("star") inst.AnimState:SetBuild("star") inst.AnimState:PlayAnimation("idle", true) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "star" inst.components.inventoryitem.atlasname = "images/inventoryimages/star.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 40 MakeHauntableLaunch(inst) return inst end return Prefab( "common/inventory/star", fn, Assets) Thank you for your time and have a nice day/night ! Edited September 16, 2018 by Yakuzashi my little secret Link to comment Share on other sites More sharing options...
Ultroman Posted September 17, 2018 Share Posted September 17, 2018 Please include a server log (both normal and caves), so we can check for any texture formatting issues. Link to comment Share on other sites More sharing options...
Yakuzashi Posted September 17, 2018 Author Share Posted September 17, 2018 (edited) Quote [00:04:20]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:20]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:20]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:20]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:20]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:20]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:20]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:22]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:22]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:22]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:22]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:22]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:22]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. This occured in log, but I put .xml file into inventoryimages folder so I don't know what is going on. client_log.txt Edited September 17, 2018 by Yakuzashi Link to comment Share on other sites More sharing options...
ant7735 Posted August 24, 2022 Share Posted August 24, 2022 Quote [00:04:20]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:20]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:20]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:20]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:20]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:20]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:20]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:22]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:22]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:22]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. [00:04:22]: WARNING! Could not find region 'star.tex' from atlas 'images/inventoryimages.xml'. Is the region specified in the atlas? [00:04:22]: Looking for default texture '' from atlas 'images/inventoryimages.xml'. [00:04:22]: Error Looking for default texture in from atlas 'images/inventoryimages.xml'. Not sure what the issue is maybe try this Spoiler local Assets = { Asset("ANIM", "anim/star.zip"), Asset("ATLAS", "images/inventoryimages/star.xml"), Asset("IMAGE", "images/inventoryimages/star.tex") } local prefabs = { } local function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("star") inst.AnimState:SetBuild("star") inst.AnimState:PlayAnimation("idle", true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "star" inst.components.inventoryitem.atlasname = "images/inventoryimages/star.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 40 MakeHauntableLaunch(inst) return inst end return Prefab("star", fn, Assets) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now