"Only type 2 and 10 targa RGB images supported" When attempting to load custom skybox. Created 1 month ago2024-08-18 21:04:27 UTC by raisinman1 raisinman1

Created 1 month ago2024-08-18 21:04:27 UTC by raisinman1 raisinman1

Posted 1 month ago2024-08-18 21:04:27 UTC Post #349058
I used Wally to put all of the pictures into a wad so Wally generates their palettes, I then selected all of the skybox images and exported them in a group into TGA's into the gfx/env folder of my mod folder.

J.A.C.K. also gave me a similar error:
"Warning: TGAImageLoader: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported"
I ignored the warning and started the game anyway after compiling the map, it defaulted to the default skybox, and gave me this error in the console:

LoadTGA: Only type 2 and 10 targa RGB images supported
R_LoadSkys: Couldn't load gfx/env/goldskyrt.tga

Does wally not support the kind of TGA's that half life needs?
all the images are also 256 by 256.
Posted 1 month ago2024-08-18 21:29:30 UTC Post #349059
Using Wally they've likely become indexed 8-bit images, while GoldSrc uses 24-bit TGA (AKA RGB True colour).
The dimensions being 256x256 is correct though.
Posted 1 month ago2024-08-18 21:40:13 UTC Post #349060
Thanks, do you know a program I can use to convert my tga's from 8-bit to 24-bit?
Posted 4 weeks ago2024-08-19 05:43:17 UTC Post #349063
I'd recommend converting from the RGB images the 8-bit images came from, if possible, for better colour quality.

As for software for doing the conversion I can highly recommend IrfanView. It's free and does the best job of colour preservation when reducing an image's bit depth that I'm aware of.
Posted 4 weeks ago2024-08-19 18:42:42 UTC Post #349065
Thanks! I converted my original .bmp files I had into .tga's with irfanview and it worked!
User posted image
Posted 4 weeks ago2024-08-19 20:02:48 UTC Post #349066
Awesome! Good job! 🙌
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