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Help with Elrond's FStexconverter

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I'm trying to create a water mask using Elronds program and whenever I click on convert a box pops up telling me I need the DLLs from MW Graphics website. So I go and get all the latest DLLs from the website, install them (which copies them into System32 folder) and still get the error. So I try putting copies of the DLLs in the FStexconverter folder itself also and still get the error. Any one have any ideas?Matt

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Hi Matt,The problem is thats an old version which doesn't have the required new functions the converter depends upon. Did you download the DLL's from the MW Graphics screen when installing Texture Converter? Or from the link provided in the readme? If not, can you provide the link you used to download the version you have from?Here's the link that should always point to the latest package:http://www.mnwright.btinternet.co.uk/download/mwgfxdds.EXEThe latest versions are: mwdds.dll - 4.0.0.21mwgfx.dll - 4.0.0.131If this doesn't fix the problem (it should) let me know and I'll try to figure out whats going on. If this does work, I'll update that dialog to provide a clickable link directly to the correct package (should have thought of that before...).Good luck, http://members.rogers.com/eelvish/elrondlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Strange because that's where I thought I downloaded it from. His website at http://www.mnwright.btinternet.co.uk/index.htm still says .18 and I had originally got the file from his old website. Either way, it is working now.But, I now got an error that says "Semaphore error allocating stream lock table" It happened on texture 494 out of 721. Any idea what that means??Thanks for the help.Matt

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Actually, I got it to work using the NVIDIA method. But there are 5 or 6 texture areas that show up as grey squares. Any idea what might cause that??Matt

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Hi Matt,This is a problem I'm working with Martin on right now - it looks to be a memory leak in the DLL only when converting to DXT1 with Alpha (FS2K2 Method) and only when there are over 500 textures to convert. I'm hoping we/he can track it down pretty quickly and I can get a new build out, but just in case it takes a while, I've created an interim build that helps get you through this somewhat painlessly. The FS2K2 Method should still be used as it doesn't have a problem converting some textures with alpha like the Nvidia Method does - excluding this memory leak of course... :-(What this build does is move successfully converted textures (both base and alpha if exist) into an auto-created sub-folders named "Done". This happens after each texture is converted. So for instance, if your textures are in:C:BaseSlicesandC:AlphaSlicesthe successfully converted textures will be placed in:C:BaseSlicesDoneandC:AlphaSlicesDoneThat way you can simply re-run the converter and click the "Convert Textures" button again until they are all converted. Not elegant I know, but it works until this problem can be successfully tracked down and fixed.Please don't distribute this interim build anywhere as its just a quick fix for the time being. Here's the link (just extract the exe to wherever you installed the texture converter):http://members.rogers.com/eelvish/FSTexConvert103Beta.zipSorry about the inconvenience Matt - again hopefully there will be a new DLL build out soon.Take care,http://members.rogers.com/eelvish/elrondlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Elrond,refer my post below - Sorry I hadn't found this previous email first. Any update on your previous workaround?Thanks for a great toolregardsPatrick F

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Elrond,This link is broken. Do you have an update or a different link?Thanks,

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