Apologies for the interruption
I've got an invisible light in my scene that uses your plugin and loads a local JPEG image, but it's set Light off by default and needs a button to trigger it.
Everything works as it should when I run it locally.
However, when other users run my packaged var file, the texture doesn't load correctly.
One of the users sent me the following error code:
Code:
!> System.Exception: Path Custom/Atom/InvisibleLight/Textures/CGen1_002gb-lines-scale-2_00x.jpg not found
at MVR.FileManagement.FileManager.ReadAllBytes (System.String path, Boolean restrictPath) [0x00000] in <filename unknown>:0
at MVR.FileManagementSecure.FileManagerSecure.ReadAllBytes (System.String path) [0x00000] in <filename unknown>:0
at LFE.LightTexture.SetTexture (System.String path) [0x00000] in <filename unknown>:0
at LFE.LightTexture.<Init>m__7 (System.String path) [0x00000] in <filename unknown>:0
I've checked the scene JSON file and the texture path looks fine like this:
Code:
"id" : "plugin#0_LFE.LightTexture",
"Grayscale To Alpha" : "true",
"Add Black Border" : "true",
"Brightness" : "-0.2703971",
"Light Texture" : "SELF:/Custom/Atom/InvisibleLight/Textures/underwater.jpg"
I've tried changing the file name or changing it to a png mapping but it doesn't solve the problem.
After a bit of trial and error, I finally found a way to make it work.
- First save the invisible light atom as a vap preset (Have already configured it with your plugin)
- Then use LogicBricks to automatically load this preset when the scene is loaded
- After packing the var file, edit the vap preset file, change the plugin texture map path and change the 'SELF' character to the name of my package.
Once I've done that, the problem is solved!
Code:
SELF:/Custom/Atom/InvisibleLight/Textures/underwater.jpg
Into this
Code:
SupperGR.Slut_Showroom_Personal_v3_1_test.1:/Custom/Atom/InvisibleLight/Textures/underwater.jpg
I'm a big fan of your plugin! Do you know of any other solutions for this?