I'm getting this error, "Image "rbxassetid://889338570" failed to load in "Players.JoeRaptorisBack.PlayerGui.PauseGui.ImageLabel.TextButton._background.82.Image": Failed to resolve texture format"
**This is a module script down here which allows custom fonts on roblox. The problem is the two images in the script won't resolve. I already tried to subtract by 1 to 5 from the asset ids, but that didn't work.
I think pre-loading the images might do the trick. The real problem is I don't know how to preload the images in a module script like this. HELLPPP??!! **
EDIT: I made the pictures free items. Ok, now I don't have an output error but the pictures still won't show. HELLPP???!!!
--[[ @Font FOT-Anito Std @Sizes {96, 60, 48, 42, 36, 32, 28, 24, 18, 14, 12, 11, 10, 9, 8} @Author N/A @Link N/A --]] local module = {} module.atlases = { [1] = "rbxassetid://889338555"; --This image won't resolve? [2] = "rbxassetid://889338570"; -- Yeah, this one too. }; module.font = { information = { family = "FOT-Anito Std", styles = {"M"}, sizes = {96, 60, 48, 42, 36, 32, 28, 24, 18, 14, 12, 11, 10, 9, 8}, useEnums = true }, styles = { ["M"] = { ["96"] = { lineHeight = 96, firstAdjust = 12, characters = {
'Failed to resolve texture format' is not an issue with the script. It can be many things. If you recently uploaded the decal, it may have not been approved yet, so try in another few hours. If you know it's been long enough, then perhaps the decal was not approved. Simply resubmit the decal, and use the new image. If you see that it has been approved but it still does give the error, then you put in the wrong id. To get the id, grab the full link from your decal online, then paste it as the texture of a decal in game. A new ID should now show up, placed after rbxassetid://