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I think the materials file for that image should in into your mod too .
Just noJust no
@Linoxet well you said you included the precache for the material in the main function - I'm assuming for your script - but is your script called before _zombiemode.gsc? 'cause if not, then the precache won't do anything. If that's the case, make sure you put the precache at the top of _zombiemode.gsc instead, or somewhere before _zombiemode.gsc is called.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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![]() | Has released one or more maps to the UGX-Mods community. |
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If everything is the same for all images, then copy one that works, rename it the one that doesn't work. If it works, then something is wrong with that image, if it doesn't, then you have something wrong. The wrong name being used for the image, or a typo in csv or gsc, or even when you converted the image in assman, something like that.

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That's the thing, I've copied 1000 times, i've checked all the image names and everything that can possibly give me that error and still not working :v
Thanks for the help anyway, I'll keep working on the map and will go back to this later
Okay, send me your gdt your using, and image your making it from and I'll test it.
Edit: I assume you didn't get any errors when converting it?
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Nop, no errors. Sent you a PM with the gdt and image.

Works fine:
(Image removed from quote.)
What are you calling it in mod.csv? material,?
Copy and paste so its exact please. Also precache, I assume you are precaching it with the others? Either in zombiemode or a gsc called from zombiemode?



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do_hud(shader)
{
part_hud = [];
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "middle";
hud.alignY = "bottom";
hud.horzAlign = "middle";
hud.vertAlign = "bottom";
hud.x = part_hud.size * 45;
hud.y = hud.y - 80;
hud.alpha = 1;
hud SetShader( shader, 40, 40 );
//self.part_hud[ shader ] = hud;
self.hud_part = hud;
}player.part = self.script_noteworthy; //self = use_trigger, I have this set correctly
player do_hud(player.part); //for the other 2 images, it works normally
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if(isdefined(shader)){
iprintln(shader);
}else{
iprintln("no shader was defined");
}