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Enforce   Posted 16th May 2008 9:49am
L4Y Member
Post 179 / 312

I have a bit of an issue. In my file mercbasebackup.rfl

Red has somehow corrupted one of the Texture filenames with one of my custom textures and changed the file extension in the code from

0000mtl_Generatordetail04green.tga

to this:

000mtl_Generatordetail04green.twQezoiE

In line 350810 in the code.

A corruption has occured of just a few tiny bytes.

I cannot get Red to load the map until those
missing bytes are restored, even if I correct that
to tga it still won't load.
Red limits breached?, Yep, (20,000 fces and its still going !)    
Assman15    Posted 16th May 2008 9:52am
Post 1304 / 2085
There's not much you can do about a corrupt file other than revert to a backup. I don't know of any way to fix corruptions caused by RED.
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RF Grim Reaper   Posted 16th May 2008 10:28am
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Post 713 / 902

I'd shorten the textures name length as a start. 'mtl_gen_det04_green.tga' or similar does the trick. You should always truncate texture names where you can, save you having problems later when you end up with files like: mtl_floor_detail_checker_green_blue_with_light.tga
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goober   Posted 16th May 2008 11:00am
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Post 6941 / 265

RF doesn't like long filenames, make them shorter.

You can load the map (I believe) by checking View ->Render Nothing (except brushes) then loading the map. You'll then need to select all faces with that texture and give them a different one.
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Enforce   Posted 16th May 2008 11:17am
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Post 180 / 312

It was a small cylinder tank brush that I made in a single player level that had a custom texture on both ends of it that's causing the crash, now that I know what Red does to a long filename (corrupts it and changes the code in the saved file). So I turned off all rendering, and tried to load it but still won't load in.. There's probably no way to salvage it unless I know what the missing bytes were. I only lost a few hours of work, won't take long to replace it...

I think this program checks the saved file to see if all the checksum adds up before accepting to load it and if one byte is wrong, it prob not load.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified May 16th, 11:29am by Enforce
goober   Posted 16th May 2008 11:25am
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Post 6943 / 265

Quoting Enforce
Obviously the program thinks its running under windows 95 if ti don't like long filenames.

RF was developed using Windows 2000 (or possibly Win 98) so, no.
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Enforce   Posted 16th May 2008 11:46am
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Post 181 / 312

Tried Digital's Trick

I added the 00 hex after it and got rid of the other rubbish...

This time instead of just bombing out immediately and crashing with the error.

This time the file Loads in, and displays my map, then crashes with the unknown bitmap type error.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified May 16th, 01:13pm by Enforce



KERPAL   Posted 16th May 2008 10:25pm
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Post 1119 / 1353

Quoting goober
You can load the map (I believe) by checking View ->Render Nothing (except brushes) then loading the map. You'll then need to select all faces with that texture and give them a different one.


Or Render Everything.
Maps    
goober   Posted 16th May 2008 10:27pm
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Post 6945 / 265

Why? That will render the corrupt textures, which will still make it crash
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KERPAL   Posted 17th May 2008 4:59am
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Post 1121 / 1353

Maps    Modified May 17th, 05:04am by KERPAL



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