Author Topic: Lighting Issues  (Read 2734 times)

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I remember back in retail, before I knew HLP existed, if you fired say a subach near a large ship, you would actually see a purple blob/light thing travel along the ships side in accordance with the shot you just fired. I took a break from fs2 for about a year, and started again this december. I noticed that now, with all the new stuff...lighting is really weird. Whatever weapon I use, the entire side of whatever ship just lights up as though a big white light was turned on next to it. And when stuff is damaged, the little short circuiting things make the same weird effect. I no longer see any lighting effects that are say, green, if I fire a prometheus or purple if i fire a subach. AND explosions never make the weird explosion lighting anymore (like this, http://blueplanet.hard-light.net/titanfiring2.jpg). I am using this flag

-spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80

along with spec maps, glow maps, normal maps, mip maps, and env maps. Is it just new effects with the new MVPs, or am I doing something wrong?
An open mind is like a fortress with its gates unbarred and unguarded.

 

Offline Dilmah G

  • Failed juggling
  • 211
  • Do try it.
That looks fine to me

 
That screen is from Blue Planet website...which I sadly have no part of. Thats how things used to look as far as remember and don't anymore.
An open mind is like a fortress with its gates unbarred and unguarded.

 

Offline Dilmah G

  • Failed juggling
  • 211
  • Do try it.
That screen is from Blue Planet website...which I sadly have no part of. Thats how things used to look as far as remember and don't anymore.

Are you using 3.6.10 exes and mvps? Check your root directory for anything that shouldn't be there and could b messing up fs (such as mod vps that belong in their own folders rather than in the root directory)

 
Yes I am using the 3.6.10 exes and mvps. All my mods are in their own folders in a very organized manner and I am sure theres nothing out of place especially since when I installed 3.6.10 I was on a fresh install of Fs2. Here are two before and after screens I took while playing one of the missions from "What If - Another Great War." The hull of the cruiser barely gets any brighter and there is no hint of the green glow of the prometheus. In the after shot, you can see how far the shot has traveled but the same intensity of brightness is still there. Its as though when you fire it a light turns on, and then after it moves really far away the light turns off.



Yeah...I want the old effects back :(.
An open mind is like a fortress with its gates unbarred and unguarded.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
What are your system specs?

 
P4 2.8ghz, ASUS p4s8x or something, 1.5gb ram, Soundblaster Audigy, HIS ATI x1650 pro, Seagate 250gb hdd, Windows XP. The screens are pretty grainy, but I think thats because of the program I used to convert the .tgas into .jpgs. I run at 1680x1050 with 2xaa with everything on/maxed and it runs fine.
An open mind is like a fortress with its gates unbarred and unguarded.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Run a debug build and post the log file from your root directory.

  
Here is my debug log from this morning. It gave me some error message the first time I tried attaching the file so I'll just put the code here
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 80
  -spec_static .8
  -spec_point .6
  -spec_tube .4
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -no_vsync
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod What if Another Great War,FSPortMediaVPs,FSPort,mediavps
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_assets.vp' with a checksum of 0xd4aa05c6
Found root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_CapMaps.vp' with a checksum of 0xd2a958d5
Found root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_missions.vp' with a checksum of 0x9ccf33d0
Found root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_root.vp' with a checksum of 0x17eaf2d8
Found root pack 'C:\Games\FreeSpace2\FSPortMediaVPs\mv_fsport.vp' with a checksum of 0xdc8abbde
Found root pack 'C:\Games\FreeSpace2\FSPort\FS1OGGcutscenepack.vp' with a checksum of 0x6b9172f7
Found root pack 'C:\Games\FreeSpace2\FSPort\fsport-missions.vp' with a checksum of 0x0ae28029
Found root pack 'C:\Games\FreeSpace2\FSPort\fsport3_1_1.vp' with a checksum of 0x1d2c40f2
Found root pack 'C:\Games\FreeSpace2\FSPort\sparky_hi_fs1.vp' with a checksum of 0x367ba125
Found root pack 'C:\Games\FreeSpace2\FSPort\stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack 'C:\Games\FreeSpace2\FSPort\tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack 'C:\Games\FreeSpace2\FSPort\warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\What if Another Great War\' ... 25 files
Searching root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_assets.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_CapMaps.vp' ... 120 files
Searching root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_missions.vp' ... 40 files
Searching root pack 'C:\Games\FreeSpace2\What if Another Great War\WhatIf_root.vp' ... 18 files
Searching root 'C:\Games\FreeSpace2\FSPortMediaVPs\' ... 75 files
Searching root pack 'C:\Games\FreeSpace2\FSPortMediaVPs\mv_fsport.vp' ... 277 files
Searching root 'C:\Games\FreeSpace2\FSPort\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\FSPort\FS1OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\FSPort\fsport-missions.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\FSPort\fsport3_1_1.vp' ... 739 files
Searching root pack 'C:\Games\FreeSpace2\FSPort\sparky_hi_fs1.vp' ... 1172 files
Searching root pack 'C:\Games\FreeSpace2\FSPort\stu_fs1.vp' ... 1497 files
Searching root pack 'C:\Games\FreeSpace2\FSPort\tango_fs1.vp' ... 69 files
Searching root pack 'C:\Games\FreeSpace2\FSPort\warble_fs1.vp' ... 110 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 4 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 36 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 31 roots and 17107 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1650 Series x86/SSE2
  OpenGL Version    : 2.0.6287 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.10
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Type of weapon SRed entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon SAAA entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon LRed entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BFRed entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon AAAf entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon AAAh entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon S-AAA-Weak entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon ULTRA Anti-Fighter Beam entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon TerSlash entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon LTerSlash entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BFGreen entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BGreen entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon SGreen entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon SVas entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BVas entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon VSlash entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon MjolnirBeam entry does not agree with original entry type." at weapons.cpp:2101
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
WARNING: "Type of weapon SRed entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon SAAA entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon LRed entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BFRed entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon AAAf entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon AAAh entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon S-AAA-Weak entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon ULTRA Anti-Fighter Beam entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon TerSlash entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon LTerSlash entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BFGreen entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BGreen entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon SGreen entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon SVas entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon BVas entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon VSlash entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon MjolnirBeam entry does not agree with original entry type." at weapons.cpp:2101
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
WARNING: "Type of weapon SSLBeam entry does not agree with original entry type." at weapons.cpp:2101
WARNING: "Type of weapon LRSSLBeam entry does not agree with original entry type." at weapons.cpp:2101
TBM  =>  Starting parse of 'mv_fs1_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'flak_WhatIf-wep.tbm' ...
ASSERTION: "wip->wi_flags & WIF_PARTICLE_SPEW" at weapons.cpp:3088
    fs2_open_3_6_10d-20081214_r4998.exe 0091e18c()
    fs2_open_3_6_10d-20081214_r4998.exe 00988ab1()
    fs2_open_3_6_10d-20081214_r4998.exe 00920615()
    fs2_open_3_6_10d-20081214_r4998.exe 0073138c()
    fs2_open_3_6_10d-20081214_r4998.exe 0073dda9()
    fs2_open_3_6_10d-20081214_r4998.exe 0073e11e()
    fs2_open_3_6_10d-20081214_r4998.exe 00c91996()
    fs2_open_3_6_10d-20081214_r4998.exe 00c9181f()
    kernel32.dll 7c816fd7()
Freeing all existing models...
I had an issue with my drivers and normal mapping before, but it was resolved in this thread (http://www.hard-light.net/forums/index.php/topic,58371.0.html). I don't know if that has anything to do with this, but maybe it does.
An open mind is like a fortress with its gates unbarred and unguarded.