missing .paa texture when server restart
  • Offline Vapr0
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missing .paa texture when server restart

« posted: Oct 18, 2016, 05:01 AM »
when a player locks and forces saves a vehicle then a server restart happens.

https://s18.postimg.org/bzgngjyrt/20161017194017_1.jpg
missing .paa texture when server restart




I get this message when loading into the game.
Picture mpmissions\__cur_mp.tanoa\client\images\vehicletextures\digi_black.paa not found

TADST Monitor says:

"Loading storage functions complete"
Attempt to override final function - fn_getvehiclevars
Attempt to override final function - fn_preprocesssaveddata
Attempt to override final function - fn_restoresavedvehicle
Warning Message: Picture mpmissions\__cur_mp.tanoa\client\images\vehicletextures\digi_black.paa not found
"A3Wasteland - world persistence loaded 1 vehicles from extDB"

in my sql workbench it says:
Code: [Select]
'11', '1', '1', '2016-10-17 19:47:57', '2016-10-17 19:47:57', '\"76561198005536939\"', '0', '2', '\"B_G_Offroad_01_armed_F\"', '[\"7171.718262\",\"7078.0141602\",\"2.0829265\"]', '[[-0.443296,0.89633,-0.00892416],[-0.00552496,0.00722345,0.999958]]', '[0,0,0]', '0', '0', '0.999026', '[[\"HitLFWheel\",0],[\"HitLF2Wheel\",0],[\"HitRFWheel\",0],[\"HitRF2Wheel\",0],[\"HitFuel\",0],[\"HitEngine\",0],[\"HitBody\",0],[\"HitGlass1\",0],[\"HitGlass2\",0],[\"HitRGlass\",0],[\"HitLGlass\",0],[\"HitGlass3\",0],[\"HitGlass4\",0],[\"HitGlass5\",0],[\"HitGlass6\",0],[\"HitLBWheel\",0],[\"HitLMWheel\",0],[\"HitRBWheel\",0],[\"HitRMWheel\",0],[\"HitTurret\",0],[\"HitGun\",0]]', '[[\"A3W_purchasedVehicle\",true],[\"ownerName\",[91,80,67,71,78,93,86,97,112,114,48,95,71,101,116,95,76,105,116]]]', '[[\"\",[0]],[\"a3\\soft_f_bootcamp\\offroad_01\\data\\offroad_01_ext_ig_06_co.paa\",[1]]]', '[]', '[]', '[]', '[]', '[]', '[[\"100Rnd_127x99_mag_Tracer_Yellow\",[0],100],[\"100Rnd_127x99_mag_Tracer_Yellow\",[0],100],[\"100Rnd_127x99_mag_Tracer_Yellow\",[0],100],[\"100Rnd_127x99_mag_Tracer_Yellow\",[0],100]]', '[]', '0', '0', '0'


in the code above it said that the texture is save to a different texture

Code: [Select]
'[[\"\",[0]],[\"a3\\soft_f_bootcamp\\offroad_01\\data\\offroad_01_ext_ig_06_co.paa\",[1]]]'

im using the dev a3wasteland.tanao


Any idea as to why this is happening and what i can do to fix it?

Re: missing .paa texture when server restart

« Reply #1 posted: Oct 18, 2016, 06:09 AM »
remove -dev from the end of tanoa.

I am able to run my server without it being in a pbo. in-fact i think it not suppose to be in pbo

Pack it.   ;)
  • Offline Vapr0
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Re: missing .paa texture when server restart

« Reply #2 posted: Oct 18, 2016, 08:38 AM »
was looking for these post, but didn't run into it for some reason, even tried the search bar.

thanks GriffinZS for the find.

I do confirm, that you need to put your mission file into a .pbo for texture saves to work.

on that note,
do you think this could be bypassed in anyway?

would be very useful.

Re: missing .paa texture when server restart

« Reply #3 posted: Oct 18, 2016, 08:45 AM »
Why it should?

And Agent linked this about it ..

Quote
When a server is running a mission directly from a bare folder (without a PBO), and for all Steam Workshop missions, using the setObjectTextureGlobal command from the server to assign a texture from the mission files always results in a "Cannot load texture" error being displayed to all players connected to the server and anyone joining later as well.

This problem is caused by the fact that setObjectTextureGlobal is broadcasting the raw server-side MPMissions path resolving to the texture, which for example looks like "mpmissions\MyMission.Altis\textures\image.jpg". However, for clients, the MPMissions path is different from the server; in the cases described above, it often ends up being "mpmissions\__CUR_MP.Altis".

Therefore, whenever clients receive a broadcast from setObjectTextureGlobal called from the server, the game tries to resolves textures in "mpmissions\MyMission.Altis", while they are located in "mpmissions\__CUR_MP.Altis", which causes the "Cannot load texture" error being displayed, and the affected vehicles looking partially invisible.