Dreikblack Posted March 22 Share Posted March 22 Error: Failed to load texture "progs/s_explod.spr" rerelase pak0.pak Quad model loads without errors in a console in this example #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create framebuffer auto framebuffer = CreateFramebuffer(window); auto plg = LoadPlugin("Plugins/FITextureLoader"); auto quakeLoaderPlugin = LoadPlugin("Plugins/QuakeLoader"); WString path = AppDir(); auto pak = LoadPackage(path + "/PAK0.PAK"); //Create world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -4); //Create a light auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); light->SetColor(2); auto box = CreateBox(world, 1); auto pixmap = CreatePixmap(100, 100); pixmap->Fill(Vec4(0.5f, 0.5f, 0.5f, 1.0f)); auto texture = LoadTexture("progs/s_explod.spr"); auto model = LoadModel(world, "progs/quaddama.mdl"); auto material = CreateMaterial(); material->SetTexture(texture); material->SetShadow(false); material->SetTransparent(true); //Create sprite auto sprite = CreateSprite(world, 10, 10); sprite->SetPosition(0, 0, 0); sprite->SetMaterial(material); box->SetMaterial(material); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Josh Posted March 22 Share Posted March 22 I need to trim some things down in order to focus and make progress. The Quake plugin will be removed from the distribution and will no longer be supported, but the source code is available here: https://github.com/UltraEngine/PluginSDK/tree/master/Plugins/Quake Loader 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 23 Share Posted March 23 Sorry, but I have to trim things that are holding me back from finishing the vegetation system, particles, and decals. It's hard for me to justify spending more time on Quake files. I sent a PM, feel free to discuss with me. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 26 Share Posted March 26 I am going to leave this "unsolved" until we decide what to do with this. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Josh Posted October 28 Solution Share Posted October 28 The Quake sprite file format will not be supported. Hopefully this will not cause any big problems for you. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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