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It turns out these are more common than I thought thanks to old MEK versions producing these and manually fixing it is giving people grief. This should be simple to do, just add a one-bitmap sequence entry for every bitmap in the bitmap data array. Sprites will not be able to be bludgeoned like this, but that is OK since it was completely hosed anyway if it was a sprite.
The text was updated successfully, but these errors were encountered:
Has this been added yet? I keep running into this snag myself.
...in levels\b30\bitmaps\detail brushed metal.bitmap
Failed to compile tag levels\b30\bitmaps\detail brushed metal.bitmap
Failed to compile tag scenery\teleporter_base\shaders\teleporter_base.shader_environment
Does not seem to be working, its tags extracted from a custom edition map, and attempting to build targeting mcc. Several of the tags on this map are also failing to extract, being skipped over by the extractor, that it then cannot find when rebuilding.
So i narrowed it down a bit and it may actually end up being out of scope for this specific issue. The map is coldsnap.map (custom edition), and when attempting to unpack it, several modified “default” tags are being ignored and skipped. When attempting to repack the map for MCC, after converting the tags and bludgeoning them, it is failing due to the missing tags. several modified default tags that do extract are having the aforementioned bitmap indexing issue even after bludgeoning.
It turns out these are more common than I thought thanks to old MEK versions producing these and manually fixing it is giving people grief. This should be simple to do, just add a one-bitmap sequence entry for every bitmap in the bitmap data array. Sprites will not be able to be bludgeoned like this, but that is OK since it was completely hosed anyway if it was a sprite.
The text was updated successfully, but these errors were encountered: