No planet textures in Map Editor?

Just purchased the "full" version of the game

I can't find anything about others with this problem. What's going on? I see the textures fine ingame, and stars/resources work still... for planets all I get are grey circles where they should be. It worked fine the first time I ran the editor, and I was able to just get it working again (NO idea why it started working again), but next time I reloaded a map.... no textures. (version 1.95)
8,233 views 14 replies
Reply #1 Top
This should probably be moved to the 'bugs' forum I just noticed if we have any active mods...
Reply #2 Top
No active mods? Maybe I'll just repost then... this bug really SUCKS.
Reply #3 Top
It's either Net-Framework or DirectX.
And yet, another bunch of possibilities related to any PCs configuration and "normal" usage.
Reply #4 Top
I have Vista too so I'll put some blame on that until I figure it out. Just because it makes the most sense to blame Vista, and it deserves hatred either way.

I can try re-intalling those two..
Reply #5 Top
It worked fine the first time I ran the editor, and I was able to just get it working again
End of quote


Are you using a direct shortcut to access it, or how? Could be an issue with the shortcut's working directory.
Reply #6 Top
I wish. I'm running the regular little startup program, click editors or whatever and then map editors. I had thought of that and tried starting the exe from the directory it lives in, and even tried XPsp2 compat mode, no good.
Reply #7 Top
Okay, bizzareness...

Not sure if it's a 100% sure thing or not, but twice now it seems that if I leave the map editor open, and then start the game, and then exit... the planet textures load in the editor. wth? Hopefully that always works...
Reply #8 Top
How much DDR memory on the vid-card?
Does it swap a lot or simply... re-sets upon detection of new elements?
Multi-tasking with some tabs open on the task-bar?

Pretty simplistic questions and yet, sometimes it IS a simple thing.

I'll say again - Direct__X. And/Or... memory attribution **while** these textures swap in & out.
Reply #9 Top
I`ve never seen nothing but Grey circles!! :NOTSURE:

Nasty
Reply #10 Top
Well, the video card(S) (it's Nvidia SLI) have a TOTAL of 1.5gb.
Regular ram definitely isn't the issue either (unless it's too much lol).

Even if all I have open is the editor, still no textures...until I run the game.

One thing I have noticed, is after I've run the game and exited, and I go to maximize the map editor window again - there's a slight delay as the textures are read into memory-- seemingly from the hard drive! (I hear alot of HD activity just before the textures show up.)

Tang - does my "fix" work for you? If you start and exit the game while the map editor is still running, and then maximize the editor, do you get textures?
Reply #11 Top
Tang - does my "fix" work for you? If you start and exit the game while the map editor is still running, and then maximize the editor, do you get textures?
End of quote


NO it did not work :NOTSURE:

Thanks for trying to help

Nasty
Reply #12 Top
Well, i also do not have planet textures in the map Editor but i thought this was intended... as soon as i zoom in up to a certain point ships & asteroids & resources do get to have some kinky graphics added but the planets simply tilt a bit left while two circles snap away.

Moon & rings only receive a general common texture, btw.

And, since we can't edit the texture files for any of these, i understood that SD coders wouldn't try to add this option in.

Thus, i don't think it is a flaw on you local system, ansury... most probably an in_transit_memory_slapping of available GDI calls which swap *indirectly* into the map Editor.

Although, is it that much important to have a (or many) texture onto each of these planets while you edit a map for later playing - as a custom map, needs not to be exactly random too.
I don't see an edit field to tag a texture file to any planets in the current interface though - not saying that SD shouldn't at least give us that sort of feature besides, teasing us with a terrific Moon tilt spectacular trajectories -- but, we can't experience THAT much in the game itself either.
And, thirdly why have a tilt for Rings when they simply always remain on the ecliptic whatever values we put in, or even resize INSIDE some planets while on tiny maps or somethin'?

So many things to "fix". CustomPlanets.xml(s) & StarTypes should load straight into that thingy, for one. Maximum sizes (I've seen PQ35's in some games!), some location restrictions (immense is supposed to be immense, isn't it?), backdrop nebulae alternative... so many more. A map is a fundamental work and it should NOT OVERWRITE some of the values every time, once we resave another round or just simply edited some key items manually only to have it replaced by defaults.

Foremost, i really want a spreadsheet context (cuts micman by 95% right there) before & more than any texture on these planets, though; i'd see these while i get to play, anyway -- unless customized for a reason or two, if that's what i want.
Reply #13 Top
I just want what I see in the editor to match what I see in game. That's not much to ask. And the editor sucks more than simply not showing you planet/moon textures. Star colors don't match. I've also seen problems where the star names don't generate properly and it leaves "star[123,132]" or whatever as the name of the system. Or it ignores the name entirely. Then, when you get ingame, you also find that it uses the SAME texture for pretty much all of your uninhabitable worlds...

What's the point of the editor if it's going to be this bad?

Questioning whether it should perform it's only function properly is like this:

"Der.. so we gonna make a map editer so players can design where stuffs is, and how it looks, right?"

"Ya"

"Uhm.. so we still gonna random generate da star colors, and da star names, and how da planet looks right? Don't need to implement that proper in editer? Cuz it takes work.."

"Ya okay makes sense to me...derrr.." *drools on keyboard*

"O and it easier to just use same texturez for all PQ 0 worlds too k?"

"OK. Now go away cuz I'm making up list of features now.. you don't needs to see that before you make editers right?"

...
Reply #14 Top
Oh, but we DO agree about a number of necessary enhancements to the current editor(s) we all paid for, btw.
Ultimately, going for any Epic campaign designs must base itself on very solid tools programmed to help the players and not "limit" the entire experience.