AGS crashed when i imported targa image

Started by proximity, Sat 21/04/2007 16:40:50

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proximity

 
   I don't know if any of you had this error . I'm sorry if this issue have been discussed before.

    I tried to import a targa image to my game and AGS suddenly crashed with an error. I noted down error but i forgot it at home. It was like that:
    0x0000000  0x0000000  SIP:27  (I'm not sure of 27, it could be 17, too)
   
   I guess AGS couldn't solve its color range because it was very colorful sprite. I mean it was a 3d image with true shading and shadow. I tried to import another pre-rendered 3d image like first one and i got same error. Then, i saved my targa image as bitmap and tried to import again and i didn't get any error. However, i lost alpha channel this time.

   Is this error related with 2.72 ? I haven't got an error like that before 2.72. I haven't tried pre-rendered 3d image before 2.72 though :)
Proximity Entertainment

Gilbert

Try converting the TGA to PNG and see if they work.

fovmester

I have the same problem when importing tga images saved in Graphics Gale. Is that what you've done? The problem might occur with other programs to. My solution is to open the images in Photoshop 7, and saving them again from there. Now, importing them into AGS is no problem.


proximity

I haven't tried PNG. I will try it and see result. Details of error is :

   Exception: 0x000000000    EIP: 0x0000000000   SIP:26

    AGS Edit: 2.72.652 

   fovmester, i haven't used Graphics Gale, i even don't know what it is :) I both tried Photoshop 9 and Art Gem to save my file TGA.  May be problem is because of TGA. I will try to convert it PNG and tell you the result.
Proximity Entertainment

Gilbert

It may be possible that the TGA import routine in the editor doesn't support all variations of TGA formats (formats as popularly adopted and as old as TGA and TIFF could have lots of different compression, data arrangement, etc. options), so that's why I asked to try modern formats like PNG (try it first) and see if it works.
Alternatively, try messing with the file format options (if available) while saving your TGA files, chances are, after you en/disable some of the options the files may work.

fovmester

Graphics Gale normally compresses TGA images while PS7 doesn't (unless you tell it to). Could it be that AGS editor can't handle TGA compression? Otherwise I agree with Gilbot; you should use PNG instead. It is a much more modern format. The reason I use TGA is because I haven't gotten alpha channels to work properly with PNG and AGS.

RedBlob

I've also been using Targa, because I haven't had any luck with png & alpha channels.

I found that with the targa, you need to import a bunch of objects, and then actually close AGS, and restart it to open more. Otherwise, it crashes.

Targa also bloats the game size, but there doesn't seem to be many alternatives, since AGS wasn't really designed for 3D images.

proximity

I haven't tried PNG format of same image yet but i've tried compressed and uncompressed TGA. Compressed TGA images isn't supported by AGS. They're imported spoiled when compressed but still can be imported. So my problem is other than compression because i can't even import my TGA image. I have the error i mentioned Before importing. I can live with that but i wanted to share this problem with you in case you may have the same problem in the future.
Proximity Entertainment

fovmester

It might be that there are minor differences in how different programs save their targa images. If you have Photoshop, try downloading the targa fix for PS7, which changes how alpha channels are saved in the targa images. After doing that I could successfully import targa with alpha channels into AGS.

And about filesize; I don't think the game size will be bigger with TGA than with PNG since AGS converts everything you import into its own image format. So (correct me if I am wrong) it shouldn't matter what format you use.

Gilbert

Fov is right, import format does nothing with the game's size (makes difference only due to resolution, colour depth and the existence of alpha channels), so use whatever works and suits your needs.

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