Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: crazycanuck on March 09, 2017, 08:06:07 am

Title: Help please!
Post by: crazycanuck on March 09, 2017, 08:06:07 am
This is my first time posting here.

I am trying to convert the Ferret from Klav's Wing Commander models pack to work with wcsaga. I cleaned up the model and checked for any problems and it looks ok. I converted it with pcs2 using the tables and hard point locations from the default wcsaga Ferret. However I can never seem to get it to show up in wcsaga or FRED. I am running out of ideas on how to fix it!

I have attached a copy of the vp file and the sources used via dropbox.

https://www.dropbox.com/s/b928wyqrdhwun9z/Ferret.rar?dl=0

If anyone can tell me what I'm missing it would be very much appreciated.

Thank you very much for your time.
Title: Re: Help please!
Post by: The E on March 09, 2017, 08:16:10 am
Your table file is incorrect (Something a debug build will yell at you for; I think WCS have released those). The first line in your tbm must be "#Ship Classes", and the last line must be "#End", else the engine will not be able to load things.
Title: Re: Help please!
Post by: crazycanuck on March 10, 2017, 03:49:04 am
Thanks for the advice. I fixed the table file. I also found the debug build of wcsaga. I had a missing moment of inertia. I fixed that in pcs2. Now my main problem is the game crashes when it tries to makew an ibx file or lode the Ferret.pof file. Could it be that the model has too many polys or the textures are too big?
Title: Re: Help please!
Post by: The E on March 10, 2017, 04:09:07 am
I think the issue is more that the model is hilariously bad. You should, as a first measure, delete all LODs except for LOD0; this will make the model file much smaller.
Second, WCS' builds are hundreds upon hundreds of revisions behind FSO. We've sped up the generation of cache files by an immeasurable amount (To the point where we no longer bother writing out the cache files to disk because loading them takes longer than generating them). The "crash" you're seeing is just WCS taking ages to generate the cache (a process which will be sped up by removing the superfluous LODs).
Title: Re: Help please!
Post by: crazycanuck on March 10, 2017, 05:38:37 am
I tried it again using a simple cube for the model. It imported ok. Looks like you are right. I need to simplify the model.

Thanks for your help!
Title: Re: Help please!
Post by: The E on March 10, 2017, 06:12:15 am
I tried it again using a simple cube for the model. It imported ok. Looks like you are right. I need to simplify the model.

The basic problem here is that this model is not made with in-game use in mind. It's a 54k poly model that really should not use more than 10k; there's a LOT of areas (for example the cockpit glass and the nose) that can and should be much simpler than they are.
Title: Re: Help please!
Post by: crazycanuck on March 10, 2017, 06:29:17 am
Yeah, I got it down to about 30k and it loads now.

Thanks again for all your help!
Title: Re: Help please!
Post by: crazycanuck on May 14, 2017, 06:40:59 pm
Well, I have imported a lot of models. Now I am trying to add a beam weapon to one ship. I tried copying the assets and table entries from the default large red beam weapon. After importing it into the game the ship won't fire. Does anyone know what I am missing?

The ship name is the Sivar.

Link to mod vp file:

https://www.dropbox.com/s/oanm8pxmufaiibq/WC1.rar?dl=0
Title: Re: Help please!
Post by: Axem on May 14, 2017, 07:21:36 pm
I'm guessing you'll need to beam-free-all your ship with the large red beam weapon. By default, beam turrets are locked. Either do it in a sexp or click "all ships beam freed all by default" in the mission specs.
Title: Re: Help please!
Post by: crazycanuck on May 14, 2017, 08:35:17 pm
Thanks! That was the problem.

Now when I try the mission there is no sound from the beam when it fires.

Any ideas what the problem could be?
Title: Re: Help please!
Post by: Black Wolf on May 14, 2017, 08:55:03 pm
Most likely when you copied the beam in, you copied the sounds information from Freespace 2 along with it. If WCS uses a different sounds.tbl or *-snd.tbm (I think that's right) for their sounds - and they almost certainly do - then the number identifying the correct sound to play for beam weapons firing may either not link to anything, or link to a sound file that isn't included in WCS.

Check the beam entry against the relevant table, and import the sounds that you need into your mod's data folder.
Title: Re: Help please!
Post by: crazycanuck on May 14, 2017, 11:32:27 pm
I imported the sounds for the beam weapon into my mods sounds folder and made a *-snd.tbm file but there are still no sounds when the beam fires.
Title: Re: Help please!
Post by: crazycanuck on May 22, 2017, 02:37:40 pm
Ok, next problem.

I'm trying to add 3D cockpits. I have tried using the $Cockpit POF file: command but no 3D cockpit is visible in cockpit view.
Title: Re: Help please!
Post by: Admiral Nelson on May 22, 2017, 02:44:19 pm
What ship are you using it with.  Only a very few ships Scooby made have cockpit POFs...
Title: Re: Help please!
Post by: crazycanuck on May 22, 2017, 03:57:54 pm
I'm just using the GenericCP.pof cockpit with one of my adapted models. Is there a specific format or filename I should be using?
Title: Re: Help please!
Post by: crazycanuck on May 22, 2017, 06:46:39 pm
Never mind, I figured it out!
Title: Re: Help please!
Post by: crazycanuck on May 23, 2017, 09:02:59 pm
I'm trying to get  the WCS Open Alpha to work with fs2_open_3_6_16_SSE. I figured out how to get past the login screen but some ship models are distorted or have the wrong textures showing. I have uploaded pictures of the Drayman in default Saga (before) and Saga open (after).

Here is a link to my mod: https://www.dropbox.com/s/57r97hhth8ybavc/WC1ships25.rar?dl=0

Thank you all for your help!



[attachment stolen by Russian hackers]
Title: Re: Help please!
Post by: AdmiralRalwood on May 23, 2017, 10:48:47 pm
I'm trying to get  the WCS Open Alpha to work with fs2_open_3_6_16_SSE.
...Why? It ought to work just fine with 3.7.4; using a massively outdated version like 3.6.16 is just asking for trouble as there have been plenty of bugs fixed in the meantime.

(Additionally: SSE? You'd have to have a CPU from a very specific, very old date range to support SSE but not SSE2.)
Title: Re: Help please!
Post by: crazycanuck on May 23, 2017, 11:55:42 pm
My thinking was 3.6.16 SSE is the closest version to the version Saga uses so the differences would be minor.

The good news is that 3.7.4 works with the models.

The autopilot sexps generate error messages and the ships struggle to get out of the hangar as if there is an invisible wall there. I would also like to remove some of the added hud gauges and engine effects. Looks like these were some of the problems with the original mod. I think I will be learning a lot about freespace modding in the days ahead.

thanks again for all the help.
Title: Re: Help please!
Post by: Admiral Nelson on May 24, 2017, 05:51:29 am
Yeah, never use an outdated version.  Since the Saga team forked the code and made their own changes, it won't be helpful to use an older build with WCS open.  I looked at these missions a while back; one can resolve the carrier invisible wall issue with collision groups.  Here is how a replacement init mission event would look in the first prologue mission:

Code: [Select]
$Formula: ( when
   ( true )
   ( add-nav-waypoint
      "Nav 1"
      "Waypoint Nav 1"
      0
   )
   ( add-nav-waypoint
      "Nav 2"
      "Waypoint Nav 2"
      0
   )
   ( add-nav-waypoint
      "Nav 3"
      "Waypoint Nav 3"
      0
   )
   ( add-nav-waypoint
      "Nav 4"
      "Waypoint Nav 4"
      0
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 79 )
      "Alpha 1"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 37 )
      "Alpha 3"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 37 )
      "Alpha 4"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 79 )
      "Hotel 3"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 79 )
      "Alpha 4"
      "Bravo 2"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 79 )
      "Alpha 3"
      "Bravo 1"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 79 )
      "Hotel 2"
      "Bravo 4"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 79 )
      "Hotel 4"
      "Bravo 3"
   )
   ( ship-guardian-threshold
      ( rand-multiple 13 79 )
      "Hotel 1"
   )
   ( play-sound-from-table 0 0 0 162 )
   ( player-use-ai )
   ( add-goal
      "Alpha 2"
      ( ai-play-dead 50 )
   )
   ( hide-jumpnode "Eddings Jump Point" )
   ( add-to-collision-group "Alpha 2" 0 )
   ( add-to-collision-group "Alpha 1" 0 )
   ( add-to-collision-group "Alpha 3" 0 )
   ( add-to-collision-group "Alpha 4" 0 )
   ( add-to-collision-group
      "TCS Wellington"
      0
   )
)
;;   ( lock-controls ( true ) )


+Name: Init Mission
+Repeat Count: 1
+Interval: 1
+Team: 0

By adding the carrier and fighters being launched to collision group 0, they will pass smoothly out of the hangar.  What errors were you getting with autopilot?

I'd always intended to pick WC Saga up after clearing out a bunch of other things, anyway.  Keep posting your questions here.
Title: Re: Help please!
Post by: crazycanuck on May 24, 2017, 12:23:15 pm
Thanks! Where do I edit the collision groups (fred, a table file, etc.)?

I will copy the error message when I have a bit more time.
Title: Re: Help please!
Post by: Admiral Nelson on May 24, 2017, 12:51:03 pm
FRED.  I pasted the init mission event, which is the first event to be triggered in the first mission of the Prologue.
Title: Re: Help please!
Post by: crazycanuck on May 24, 2017, 02:23:22 pm
Here are the autopilot errors:

Unrecognized operator.

In sexpression: ( every-time
   ( and
      ( key-pressed "Alt-A" )
      ( = [] 1 )
      ( not
         ( <
            ( distance "Alpha 2" "<any hostile>" )
            5500
         )
      )
   )
   ( modify-variable
      []
      ( /
         ( *
            ( -
               ( get-object-x "NextNav:1" )
               ( get-object-x "Alpha 2" )
            )
            1000
         )
         ( distance "NextNav:1" "Alpha 2" )
      )
   )
   ( modify-variable
      []
      ( /
         ( *
            ( -
               ( get-object-y "NextNav:1" )
[...]
(Error appears to be: lock-controls)
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes

And:

Unrecognized operator.

In sexpression: ( every-time
   ( and
      ( = [] 3 )
      ( > ( mission-time ) ( + [] [] ) )
   )
   ( modify-variable [] 0 )
   ( modify-variable [] 0 )
   ( key-reset "Alt-A" )
   ( unset-cutscene-bars )
   ( reset-camera )
   ( unlock-primary-weapon
      "Alpha 2"
      "Alpha 1"
   )
   ( unlock-secondary-weapon
      "Alpha 2"
      "Alpha 1"
   )
   ( unlock-afterburner
      "Alpha 2"
      "Alpha 1"
   )
   ( hud-set-frame "Autopilot" 0 )
   ( hud-set-max-targeting-range 30000 )
   ( lock-controls ( false ) )
)
(Error appears to be: lock-controls)
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
fs2_open_3_7_4.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes
Title: Re: Help please!
Post by: crazycanuck on May 24, 2017, 02:25:08 pm
Got the collision errors fixed!

Any Idea how to restore the default Saga HUD and the default Saga engine glows? (I don't like the new flame and hetblur effects).
Title: Re: Help please!
Post by: Admiral Nelson on May 24, 2017, 02:25:49 pm
lock-controls is a WC Saga SEXP not found in "regular" FSO.  Are you seeing that in one of the WCS Open missions?  You need to use those in place of the original WC Saga missions.
Title: Re: Help please!
Post by: AdmiralRalwood on May 24, 2017, 02:29:00 pm
WCS Open should be playable from start to finish, so there definitely shouldn't be any invalid SEXPs.
Title: Re: Help please!
Post by: crazycanuck on May 24, 2017, 02:31:09 pm
It was in one of the missions I created using the original Saga template. I will try adapting them to Saga Open.

Could I just delete (lock-controls)?
Title: Re: Help please!
Post by: Admiral Nelson on May 24, 2017, 02:40:32 pm
The lock controls substitute looks rather like this in WCS Open:

Code: [Select]
$Formula: ( when
   ( true )
   ( set-cutscene-bars )
   ( lock-primary-weapon "Alpha 2" )
   ( lock-secondary-weapon "Alpha 2" )
   ( lock-afterburner "Alpha 2" )
   ( player-use-ai )
   ( set-object-position
      "Alpha 2"
      ( get-object-x "TCS Wellington" )
      ( -
         ( get-object-y "TCS Wellington" )
         5
      )
      ( -
         ( get-object-z "TCS Wellington" )
         750
      )
   )
   ( set-object-facing
      "Alpha 2"
      ( get-object-x "Alpha 2" )
      ( get-object-y "Alpha 2" )
      ( + ( get-object-z "Alpha 2" ) 50000 )
   )
   ( set-camera "Cutscene" )
   ( set-camera-position
      ( +
         ( get-object-x "TCS Wellington" )
         20
      )
      ( get-object-y "TCS Wellington" )
      ( -
         ( get-object-z "TCS Wellington" )
         500
      )
   )
   ( set-camera-target "Alpha 2" )
)
;;   ( lock-controls ( true ) )


+Name: Cutscene start
+Repeat Count: 1
+Interval: 1
+Chained: 8
+Team: 0

You do need some way to keep the player from screwing up the cutscene.
Title: Re: Help please!
Post by: crazycanuck on May 24, 2017, 04:30:36 pm
It worked!

Is there a way to re-implement compressing the models to .ibx files? My mod uses some big models so it takes a while for missions to load.

Where would I go to change the thruster effects?
Title: Re: Help please!
Post by: Admiral Nelson on May 24, 2017, 05:12:23 pm
I don't believe there is any benefit to ibx files any longer in any circumstance.

Thruster effects are defined in species_defs.tbl (http://www.hard-light.net/wiki/index.php/Species_defs.tbl).
Title: Re: Help please!
Post by: AdmiralRalwood on May 24, 2017, 05:31:58 pm
Is there a way to re-implement compressing the models to .ibx files? My mod uses some big models so it takes a while for missions to load.
IBX files weren't compressed models. They were some data derived from the model that the game uses to do certain things faster. Generating that data used to take a long time, so the results were cached into IBX files, but then Swifty discovered the way the data was being generated was an inefficient brute-force approach and optimized the process so it gets generated faster than it could be read from a harddrive, so IBX files were removed from the engine entirely.

I'm not saying it's not possible to find some way to make FSO load faster, but I am saying that IBX files aren't it.
Title: Re: Help please!
Post by: crazycanuck on May 24, 2017, 10:46:38 pm
Does anyone know how to turn off the fancy flames and heatblur effects for the engines?
Title: Re: Help please!
Post by: niffiwan on May 25, 2017, 02:52:29 am
I don't think you can turn off the heat blur effects until the 3.8 RC1 version of FSO, where I think they're off by default unless you enable the option "Enable Framebuffer Thrusters"

Sorry, I don't know what the fancy flames are, there's definitely options to control how the thrusters look though. Maybe these?
http://www.hard-light.net/wiki/index.php/Ships.tbl#Customized_Thruster_Effects
Title: Re: Help please!
Post by: crazycanuck on May 25, 2017, 02:16:53 pm
Great news!

By creating a modular ships table in the mod folder adding the line:

Code: [Select]
#Ship Classes

$Name: F-44A RapierII
$Thruster Distortion: NO

#End

I was able to eliminate the heatblur effect!

Next challenge is to restore the default Saga hud with loadout selector window.

Any ideas there?
Title: Re: Help please!
Post by: Admiral Nelson on May 25, 2017, 08:36:52 pm
Well, what exactly are you missing?  This is what I have with WCS Open.
(http://i.imgur.com/pHnuBLD.jpg)
Title: Re: Help please!
Post by: crazycanuck on May 25, 2017, 10:26:18 pm
The default Saga weapon indicator on the right side of the screen. The new indicator might work with some tweaking. My goal is to make it closer to the original Wing Commander gauge. If I could at least change the dots representing the guns to images of the guns that would be great.

[attachment stolen by Russian hackers]
Title: Re: Help please!
Post by: Admiral Nelson on May 26, 2017, 06:29:01 am
The issue appears to be with scripting.tbl.  If you look in there you will see that Matth has commented out a number of functions with the notation "WCS Only."  You'd need a scripting guru to help with replacement LUA code.

for instance, in lines 57ff.  with "SetCustomGaugeColor" are commented out.

Code: [Select]
    makePrimarySelection = function(plr)
         for i=1, #plr.PrimaryBanks do
            if (plr.PrimaryBanks[i].Armed or plr.PrimaryBanks.Linked) then
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_L", primaryColor[i][1], primaryColor[i][2], primaryColor[i][3])
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_R", primaryColor[i][1], primaryColor[i][2], primaryColor[i][3])
            else
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_L", 128, 128, 128)
                --hu.setCustomGaugeColor("HP_PBank" .. i .. "_R", 128, 128, 128)
            end
        end
    end

Commented out lines 102 and 103 might be the specific issue here:
Code: [Select]
                --hu.setCustomGaugeFrame("HP_PBank" .. i .. "_L", primaryFrame[i])
                --hu.setCustomGaugeFrame("HP_PBank" .. i .. "_R", primaryFrame[i])


Title: Re: Help please!
Post by: crazycanuck on May 26, 2017, 11:35:00 am
Ok, so I either need a scripting guru or I need to work with the gauges I don't know much about the newer weapons gauge. Do you think it will be possible to make custom variants for each ship?
Title: Re: Help please!
Post by: Admiral Nelson on May 26, 2017, 12:36:47 pm
Different gauges for different ships should be entirely possible.  I'm not myself that conversant with the scripting system.  I'd suggest bringing the WCS Open scripting.tbl over into the scripting forum and see if those familiar with LUA can provide alternative code to replace the commented out stuff that works in standard FSO.
Title: Re: Help please!
Post by: Admiral Nelson on May 27, 2017, 08:21:22 am
You know, it does look like Talon 1024 created the appropriate tables for multi ship / standard FSO scripting support already.  Unfortunately, they were posted as just forum attachments and not links and so have since been deleted.  You could try and reach out to him and see if he still has these.  I did send him a PM, but he hasn't signed in in months.  He does have an e-mail address posted on the WCHF site if you'd like to try e-mailing him: http://www.ciinet.org/kevin/wchf/jointheteam.html

Here is my hud_gauges.tbl and scripting.tbl. The hud_gauges.tbl contains HUD layouts for the Arrow, Hellcat, Longbow, Excalibur, Thunderbolt, and Sabre for 1024x768, 1280x1024, and 1280x720. The scripting.tbl was adapted to work with standard FSO builds, and it makes the hardpoints gauge work as it did in WCS.

[attachment deleted by ninja]
Title: Re: Help please!
Post by: crazycanuck on May 27, 2017, 10:47:48 am
Thanks for the info. I messaged Talon and will see if he responds. In the meantime, I have gotten the cockpit mod working!

I will play with it for a bit and see if I can get it looking the way I want it to.

Thank you all again for all your help!
Title: Re: Help please!
Post by: crazycanuck on May 27, 2017, 03:29:17 pm
Good news! I got the files from Talon.

Bad news: Saga Open now crashes on startup.

Here is a link to the modified Saga Open:

https://www.dropbox.com/s/3m28ww113eftpde/Wing%20Commander%20Saga%20Open%20test.rar?dl=0

Just extract into the default Saga directory.
Title: Re: Help please!
Post by: crazycanuck on May 27, 2017, 08:08:40 pm
New problem:

I am trying to change the ship background for the weapons gauge in vanilla Saga. I make and import the ship silhouette but it comes out broken (see image).

What am I missing?

[attachment stolen by Russian hackers]
Title: Re: Help please!
Post by: Admiral Nelson on May 27, 2017, 08:28:49 pm
Crashing seems to be related to the cbanis.  WHen I removed them from the first mission, and also altered hud-gauges to support 1440p, I could get it to work with visible gun hardpoints.  I assume this is what you were looking for?
(http://i.imgur.com/xHj46iz.jpg)
Title: Re: Help please!
Post by: Admiral Nelson on May 27, 2017, 08:33:03 pm
New problem:

I am trying to change the ship background for the weapons gauge in vanilla Saga. I make and import the ship silhouette but it comes out broken (see image).

What am I missing?

Color palette problem? See Mjn.Mixael's Ani creation tutorial (http://www.hard-light.net/forums/index.php?topic=74636.0).
Title: Re: Help please!
Post by: crazycanuck on May 27, 2017, 08:33:47 pm
Yes, it is!

How do I duplicate what you did?
Title: Re: Help please!
Post by: Admiral Nelson on May 27, 2017, 08:42:50 pm
Open up the first mission in Fred and then go into the command briefing section.  For each stage clear out the value entered for cb ani, then save the mission.
Title: Re: Help please!
Post by: crazycanuck on May 28, 2017, 06:50:40 pm
Ok, I got the custom background working!

Now I am trying to get the hardpoints gauge to show the weapons and their locations on the ship.

Ideally I would like to have one bank of two missiles displayed as two separate missile icons on the hardpoints gauge.

From what I can see this cannot be done so the default Saga ships use multiple weapons points for each side of the ship.

I tried to duplicate this on the hornet by having three separate missilebanks with one missile each. one dumbfire on the left side, one heatseeker in the middle, and a second dumbfire on the right side. When I use the hornet in game it only shows two missile banks. One on the left side with two dumbfires and one heatseeker in the middle.

How can I make it work identical to the default Saga ships?

Also, for some reason the hornet engine glow effects have moved inside the ship. They are in the correct location in PCS2.

Link to vp file: https://www.dropbox.com/s/oanm8pxmufaiibq/WC1.rar?dl=0

Note: This vp file is for vanilla Saga. I am finishing all the custom gauge work before porting everything over to Saga Open.
Title: Re: Help please!
Post by: Admiral Nelson on May 28, 2017, 07:32:58 pm
The trouble is there that you are using non FSO standard code to build them -- I would really recommend trying to use WCSO instead, and just working through the issues with it.  For instance, the hornet model has 61000 polys - who knows how or even whether the now very old WC Saga exe will handle that model.  The thrusters look OK in standard FSO.  Likewise the heading table you've attached seems to be using some WCS specific method of placing the hardpoint.  I don't think anyone could really debug that now a days.  I understand the frustration with WCS Open not being a completed project, but I don't think it is that far away from being useful.

This set of tables (https://www.dropbox.com/s/66jx6m63z25uecj/WCSOtables.zip?dl=0) should eliminate crashing in WCSO, at least.
Title: Re: Help please!
Post by: crazycanuck on May 28, 2017, 08:07:41 pm
Open up the first mission in Fred and then go into the command briefing section.  For each stage clear out the value entered for cb ani, then save the mission.

I'm looking in the Command Briefing Editor but I can't find cb ani anywhere.

Edit: I'm looking at M01-BG-Hermes.fs2
Title: Re: Help please!
Post by: Admiral Nelson on May 28, 2017, 08:21:29 pm
I haven't had any more crashing in WCSO with the new tables I posted above, with or without the cbani changes.  Do you get crashing with them?
Title: Re: Help please!
Post by: crazycanuck on May 28, 2017, 08:23:10 pm
yes I do
Title: Re: Help please!
Post by: Admiral Nelson on May 28, 2017, 08:37:52 pm
It is at the bottom right of the command briefing editor:
(http://i.imgur.com/KOn6net.jpg)

I've cleared it here.
Title: Re: Help please!
Post by: crazycanuck on May 28, 2017, 09:17:42 pm
That's odd. It's already empty in mine. Is it in the missions folder of WCSO or in the WCS vp file?
Title: Re: Help please!
Post by: Admiral Nelson on May 28, 2017, 09:33:06 pm
I just updated the previous link I shared with all the non vp changes I have -- table missions, etc.  Download it again and try with nothing but the standard WCS vps and those folders added under WCS/data.  I can play any random WCS mission using 3.7.4 or 3.8 RC1 with the proper ship specific hud and no crashing.  The missions aren't yet fixed for the takeoff collision issue, but in general your wingmen do take off eventually.  It should be good enough to test your mod.
Title: Re: Help please!
Post by: crazycanuck on May 29, 2017, 12:20:53 am
Sorry, it's still crashing.

Here is a capture of the error message. Hopefully it helps.

[attachment stolen by Russian hackers]
Title: Re: Help please!
Post by: The E on May 29, 2017, 02:22:36 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

Whenever the engine crashes please post the log.
Title: Re: Help please!
Post by: crazycanuck on May 29, 2017, 11:36:38 am
Here you are:

[attachment stolen by Russian hackers]
Title: Re: Help please!
Post by: AdmiralRalwood on May 29, 2017, 01:36:12 pm
Code: [Select]
  -old_collision
:wtf: You should not have this enabled.

Code: [Select]
Searching root pack 'C:\Program Files (x86)\Wing Commander Saga\hermes_sounds.vp' ... Failed to read file entry (currently in directory data\voice\special)!
It looks like hermes_sounds.vp is corrupted; I'm not sure why that would cause a runtime error, though.
Title: Re: Help please!
Post by: crazycanuck on May 29, 2017, 06:34:24 pm
I did some swaping of files between the default WCSO and Admiral Nelson's latest build.

The problem is connected to the hud_gauges.tbl file.
Title: Re: Help please!
Post by: Admiral Nelson on May 29, 2017, 06:53:52 pm
What resolution are you running?  Talon's revised hud file contains some assumptions about specific resolutions.
Title: Re: Help please!
Post by: crazycanuck on May 29, 2017, 07:06:10 pm
1024x768 windowed.

The graphics driver on my laptop is a bit odd. My desktop is currently being shipped from overseas. I wonder if trying the mod on it might eliminate some of the problems...

For now I'm stuck with the laptop though.
Title: Re: Help please!
Post by: Admiral Nelson on May 29, 2017, 07:18:16 pm
I wonder if it is related to $Required Aspect?

Code: [Select]
#Gauge Config
$Ships: ( "F-86C Hellcat V" )
$Base: (1024, 768)
$Required Aspect: Full Screen
;$Min: (640, 480)
$Max: (1280, 960)

Perhaps the hud_gauges table doesn't like the window?  What is the native screen resolution of your laptop?
Title: Re: Help please!
Post by: crazycanuck on May 29, 2017, 08:19:09 pm
2880x1920

Edit: I tried changing the resolution and running in fullscreen. It works!

Thank you so much!
Title: Re: Help please!
Post by: crazycanuck on May 29, 2017, 11:05:18 pm
The hardpoints gauge works now. Next I have to position all the weapon icons on it.

Is there a GUI/tool or something to help figure out where the gauges are on the screen (as opposed to guessing then typing in the coordinates)?
Title: Re: Help please!
Post by: AdmiralRalwood on May 30, 2017, 12:17:55 am
Is there a GUI/tool or something to help figure out where the gauges are on the screen (as opposed to guessing then typing in the coordinates)?
No. But you can position them according to fractions of the screen size (http://hard-light.net/wiki/index.php/Hud_gauges.tbl#Origin:) instead of absolute coordinates.
Title: Re: Help please!
Post by: crazycanuck on June 01, 2017, 07:32:56 pm
Ok, I think I have editing the weapons gauge figured out!

My next problem is the thrusters on the Hornet. For some reason they have moved inside the ship. Everything looks good in pcs2. I have attatched a picture of the problem. Any Ideas where the problem could be?

Also, does anyone have any good resources in how to greate shield icon gauges? I know each part of the gauge needs to be saved as a different frame in an .ani file. I am wondering if there is a efficient way to create the shield quadrants on the display.

[attachment stolen by Russian hackers]
Title: Re: Help please!
Post by: Nyctaeus on June 01, 2017, 08:50:33 pm
Check if your model has offset. I mean main model of LOD0. If yes, set it to 0:0:0 [for each axis respecrively]. you may need to adjust position of subsystems and other stuff alike.

Add "generate icon" to ship flags in ships.tbl entry. If you want classic Freespace style icon, you must do some magic in some graphic software. I'm not sure if shield icons can be saved as PNG, but you can make individual frames of the animation and bound them via .eff container file.
Title: Re: Help please!
Post by: crazycanuck on June 01, 2017, 11:45:15 pm
The offset was the problem. Thanks for the help!
Title: Re: Help please!
Post by: crazycanuck on July 03, 2017, 10:50:17 pm
I finally finished making all the shield icons.

Next problems:

The transparent parts on the Raptor are showing as all white in engine. The nose and the sensor under it are supposed to be transparent. I assume it is a texture problem but I don't know how to fix it. It worked fine in vanilla Saga.

The mouse control menu is missing in WCSO. It's not a blocker but it would be nice to fix.

Also, I get the error: "Failed EnumAdapterModes in UpdateAntialiasList" whenever I start the launcher.

Any ideas?
Title: Re: Help please!
Post by: AdmiralRalwood on July 03, 2017, 11:38:30 pm
Also, I get the error: "Failed EnumAdapterModes in UpdateAntialiasList" whenever I start the launcher.
Use a recent version of wxLauncher (https://github.com/scp-fs2open/wxLauncher/releases/) instead of Launcher 5.5g.
Title: Re: Help please!
Post by: crazycanuck on July 06, 2017, 08:41:44 pm
How can I make a portion of the model transparent and shiny?
Title: Re: Help please!
Post by: crazycanuck on July 07, 2017, 09:26:06 pm
I solved my transparency problem by reverse engineering it from a model in the mediavps pack. The model now works perfectly!

Next problem is fixing the enemy ships jumping in in the sample missions. I'm pretty sure its a FRED problem.
Title: Re: Help please!
Post by: crazycanuck on May 19, 2023, 10:19:20 pm
Hello all, It's been a while. Life has been busy but I am trying to get this project back on track. I am trying to get 3D cockpits working with wcsaga. I have had some success but I have been unable to get the weapon selection icons to show on the top down ship view. I am at my wits end so I thought I could upload my vp here for feedback/suggestions. I have made a simple cockpit with some displays to test. They all use the same texture. I have also put a flat plane in front of the cockpit view to show the total display texture for troubleshooting. To access it in game go to the ship viewer > single mission > test and select the rapier (currently only ship with 3D cockpit.

Also, does anyone know if it is possible to animate the pilot moving the controls in the cockpit?

Thank you in advance.

https://drive.google.com/file/d/14mlWkZ_NBmumNZYtCKmUYaS8kTXd607w/view?usp=share_link