ValueError: face has no texture value

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Re: ValueError: face has no texture value

Postby Dakro » Fri Jul 04, 2008 9:31 pm

Nothing but UV mapping than huh? Got some work to do. Thanks guys.
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Re: ValueError: face has no texture value

Postby D'Lanor » Sat Jul 05, 2008 4:47 am

Uh oh... Andy, are you reading this? Could this be causing the crashes and bad performance in Zephyr Cove?

Nadnerb, if Andy did make this mistake I bet he could use that script. ;)
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Re: ValueError: face has no texture value

Postby katreeny » Sun Jul 06, 2008 7:28 am

I'm getting this error with my shell for the RAD contest, and it's stopping export cold.

I tried the advice up-thread, but that didn't work.

Any suggestions?

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Re: ValueError: face has no texture value

Postby andylegate » Sun Jul 06, 2008 9:49 am

I'm going to go check right now on Zephyr for this.

However, while my Camp Bravos, I was a bad boy and just UV mapped without putting in textures many times, I believe I was very careful with Zephyr about this. But then again, I may have missed something.

I have to go back through the Age and change all the Zoffs thingy anyway so I'll look.
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Re: ValueError: face has no texture value

Postby andylegate » Sun Jul 06, 2008 10:34 am

thinking...thinking.....


Okay, with Night Time Zephyr....I made lightmaps.......and applied them as a texture, and the are also of course UVmapped.

Now....many of those objects share the same material,......but not ALL the same textures (obviously the light map for Beach A can't work with Beach B since the lights and shadows would be wrong).

Beach A has, 2 textures "Sand" and "Bchltmp1". The Sand texture is UV Mapped with UVTex. The Bchltmp1 texture is UV Mapped with a UV map called "lightmap"

Now, Beach B has 2 textures too: "Sand" and "Bchltmp2". Again, the Sand texture is UV Mapped with UVTex. The Bchltmp2 texture is UV Mapped with a UV map called "lightmap"

Both of these use the same Material: IE Material.281

Now........Prior to making Zephyr into a night time scene, and using these light maps......the Materials were still shared....BUT, each object only had one texture, and of course that texture was UV Mapped. I didn't get any of that flickering of the wave set or things.......

But now that you all have mentioned at, it was AFTER I made Zephyr into a night time scene and added the light maps, with the Materials shared that this Flickering started, and the waveset disappearing, etc, etc......

Is what I'm saying making any sense? Sorry, I had my wife and oldest daughter jabbering at me before they both went to work while composing this, and a damn fly that won't leave me alone....

:tromps off to find the fly swatter...:
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