VO analog circuit failed calibration test This is a safe-to-ignore warning.Modem (synchronous/asynchronous)/Fax/Voice/ISDN The texture has specified an odd RenderWare 3 raster format value. Texture (texname) has an invalid raster format (ignoring) This is the reason that the texture could fail to load in the GTA:SA engine. But Magic.TXD has detected that it does not enable the critical compatibility flag 'isNotRwCompatible'. This Direct3D 9 native texture has decided to come with a custom Direct3D encoding. Texture (texname) has extended D3DFORMAT link but does not enable 'isNotRwCompatible' The texture has been properly loaded but most likely cannot be displayed in the framework. The texture loader has encountered a Direct3D 9 native texture whose format it does not understand. Texture (texname) has an unknown D3DFORMAT link (formatname) Magic.TXD has decided to trust the D3DFORMAT field instead. The Direct3D 9 texture travelled with an invalid compression status which most likely would result in loading failure in game engines. Texture (texname) has invalid compression parameters (ignoring) This means that a texture that travels with mipmaps must not have automatic mipmap generation enabled. Setting this flag wrong causes load failure in the GTA:SA engine because of a coding error. The automipmap flag decides whether LOD layers of the texture should be generated by the RW layer or taken from the texture data instead.
Texture (texname) has an invalid auto-mipmap flag (fixing) It means that the color layers have been left empty, resulting in garbage data inside of certain quality LOD layers. It was either caused by faulty community tools or even the official Rockstar TXD generator. Similar to damaged mipmaps, this damage does not crash the game engine. Magic.TXD has skipped the damaged content and continued to load. Loading such a texture in the game is likely to crash it because the game does little to no verification. The texture was detected to have invalidly formatted mipmaps. Texture (texname) has damaged mipmaps (ignoring) Problems related to this happen very rarely.
#Stream read error txd workshop how to#
If the texture has an invalid addressing mode then RenderWare could have problems about how to properly map the texture to the triangle in certain situations where textures do overlap. Texture (texname) has an invalid uAddressing/vAddressing mode defaulting to wrap The problem is best solved by recreating your TXD project and avoiding faulty tools. You could encounter this error pretty often if you try to load faulty GTA:SA textures. Reason is that the texture differs so much from the original specification that it cannot be categorized properly. The internal native texture dispatcher failed to load the native texture. A reason could be damage to the file or the simple reason that Magic.TXD is not meant to support this kind of stream. For example if the texture has mipmaps stored inside and the filtering mode says to not render them, this is considered a problem: the rendering of mipmaps is enabled instead.Ī RenderWare stream block was detected but the type of data could not be specified. The loaded texture has a filtering mode setting that does not reflect the data that it contains. Texture (texname) has an invalid filtering mode (fixed) I advise you to shorten the texture name because it is simply too long. The texture name that was stored internally in RenderWare was too long so that a shorter version was stored when saving the texture to disc. Texture (texname) has been written using truncated (name) I want to give you a general idea of things instead. I highly recommend that you check your past TXD projects for problems. Otherwise, if you start out with Magic.TXD then do not worry: textures that Magic.TXD creates work. If you are the author of TXD files and recently migrated to Magic.TXD, you may find that certain TXD files that you generated using old tools throw warnings. This article is meant to help you understand the purpose of the Log. You want to understand what the warnings mean since they usually point to structural damage.
A texture that does not throw warnings or errors is a great texture. I recommend that you read it and get familiar with it.
The Log Window is where you find diagnostic messages, like notices, warnings and errors.