Cortex Command

Cortex Command

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DBNemesis 22 Jan, 2016 @ 8:01pm
Modding Debugging Tip/Help
Attempting to implement a basic actor to get used to the file setup in Cortex Command, but the game loves to crash as soon as it hits the file path to find my ModuleIcon.bmp, (which I copied, colored, and quadruple checked the file path within the index.ini.
Here's the code for the first index.ini in case you want a peak.

DataModule
ModuleName = One Punch Man
IconFile = ContentFile
Path = OnePunch.rte/ModuleIcon.bmp
Description = One Punch
CrabToHumanSpawnRatio = 0
IncludeFile = OnePunch.rte/Actors/Index.ini
_____________________________________________________________________
Error:
Failed to Load object with the following path name:
OnePunch.rte/ModuleIcon.bmp
_____________________________________________________________________
I feel I'm missing some obvious error somewhere.
Any tips are greatly appreciated.
Last edited by DBNemesis; 22 Jan, 2016 @ 8:02pm
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Reelshiny 25 22 Jan, 2016 @ 9:25pm 
what program are you using for spriting?

get Gimp, and read these tutorials:
http://forums.datarealms.com/viewtopic.php?f=1&t=12442
http://forums.datarealms.com/viewtopic.php?f=1&t=19078

All visual sprites in the game need to follow a color pallet. There's also a second color pallet used to describe the materials bunker modules and terrains are made of, but it's much smaller and you essentially never see the colors.

There's one other thing a lot of tutorials leave out; when you export BMPs in gimp, a window pops up. Tick the option "Do not write color space information" under Compatability options or else your sprite will still crsh the game.



TLDR: Open Moduleicon.bmp and every sprite you've made in the .rte and align it to the pallet, then tick "Do not write color space information" under Compatability options before yuou export.
Last edited by Reelshiny; 22 Jan, 2016 @ 9:26pm
DBNemesis 23 Jan, 2016 @ 11:40am 
"Do not write color space information", yep, that was definitely the issue.
Thank you kindly.
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