Author Topic: Strange red tint on models  (Read 5542 times)

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Offline ARSPR

  • Preys On Mantis
  • 29
Re: Strange red tint on models
Okay. So ... my POFs worked correctly with 3.6.9 except a small glow maps problem. However in 3.6.10 they have no lighting, and the transparency is broken .. So the question is what do I need to do to make them work correctly with 3.6.10? I don't intend to add normal maps or height maps or any such thing to these models (for reasons I won't detail) ... so all I need is for them to be lit correctly and have the right transparency :)
What do you mean? Post an ingame screenshot.

AFAIK, lighting has nothing to do with particular models. I mean either you don't get any lights/shades on EVERY MODEL, (and then you do have installation troubles or you have discovered a new bug), or you get them on EVERY MODEL. But not having lighting on just your models, ..., well I think that's just impossible.

About transparency (although I'm no expert) IIRC:
  • It's controlled by the alpha channel on the base map. Check that your maps are not corrupted. Then check if they have this alpha channel. And if they have it, check how it is. There's also a legacy mode in which pure green pixels (R:0 G:255 B:0) are also transparent. But IIRC this only works with colour indexed PCX formated maps.
  • Alpha channel management has been tweaked and made more consistent from 3.6.9 to 3.6.10 in both env and transparency. A lot of "wrong" old textures don't show up fine because now the game DOES ALWAYS USE this channel info if present. As example: there were a lot of weapon bitmaps which started showing a black box around them. The problem was that their alpha channel existed and it said that the whole bitmap was opaque. And because of this, the weapon bitmap black background was shown. In 3.6.9. this "wrong" info was ignored. But in 3.6.10 it isn't anymore. The game always renders what you tell it to render. Read Texturing in Wiki
« Last Edit: March 01, 2009, 03:12:36 pm by ARSPR »
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline TomShak

  • 26
Re: Strange red tint on models
Well here's a (pretty familiar looking) example that illustrates both problems ...



The 3.6.9 version has non-uniform lighting, some parts of the model are brighter than others. The lighting also varies depending on the orientation of the model relative to the light source. It also has the correct amount of transparency in the cockpit.

In 3.6.10 the model is uniformly light, the model has the same brightness throughout. It's lighting does not vary depending on the orientation of the model. Also most of the transparency in the cockpit texture has been lost (the texture is almost entirely transparent, so a lot more should be visible).

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Strange red tint on models
It's supposed to be not uniformerly lit (half the Earth is in darkness, oriented in front of a lightsource and all that)...

What seems to be one of the symptoms of level of lighting and lack of a -shine map...

I use 3.6.9 , hell if I didn't run into a mysterous table problem I'd still be using 3.6.0 !!!

Try increasing your level of lumination, too high and it WILL look like 3.6.10.

Have you also check to make sure shine maps were toggled on? Do you have any made for your custom ships?

"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Galemp

  • Actual father of Samus
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Re: Strange red tint on models
Important question: is it only your OWN ships that have no lighting, or does the whole game look this way? We can troubleshoot your game setup, or your models, but we need to know where the problem lies.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Strange red tint on models
He already said earlier in the thread
Quote
because I only get it with my custom models
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline TomShak

  • 26
Re: Strange red tint on models
Indeed I only get it with my custom models, not the standard MediaVP ones ..

@Getter Robo G

Yes, indeed it's not supposed to be uniformly lit. Hence 3.6.9 is correct, and 3.6.10 is incorrect. Sorry I wasn't clear about that.

I don't think it's a question of level of lumination, because if I use a standard MediaVP model instead of a custom one then the lighting looks correct in 3.6.10.

The model's don't have shine maps, are shine maps necessary to get correct lighting in 3.6.10? If so, are there any guides on how I go about making one?


 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Strange red tint on models
Pretty strange...

Shine maps are not compulsory in any way. If they exist and -shine flag is present they are used. If they don't exist OR -shine flag is not used, you don't get specular brights over the ship, that's all.

As example, I've just run FS2 with only MV_Core.vp from mediavps 3.6.10 (in order to have working shaders). In this way, I'm using FS2 original data which have no spec, glow, normal or whatever maps, just the base maps. And here you have a pretty screenshot of a retail Artemis in game.

The only thing I can think of is -ambient_factor flag. Maybe it's too high and then you have nearly no shadows. The former Artemis screenshot was taken with -ambient_factor 35, I also post another one without it (default value is 120 IIRC). See how the second screenshot is much clearer (less shadows) on the upper part of the ship.

(I've also checked lighting differences between shaders/fixed render pipeline in the F3 lab. Although they exist, there's no way you can say one of them is "flat" lit).

I just can think of two things:
  • Make a custom test mission with a FS2 ship and your A-wing at the same time. Then post a screenshot with them BOTH.
  • Also run a debug build and post the fs2_open.log. (Maybe it can give us some clue).
  • Check within FRED that the mission you are using to take screenshots don't have an ambient light multiplier. Go to background editor and check all the sliders.

OTOH you know about F3 lab, don't you? If not, just press F3 key while in mainhall and enjoy  :). Play a little with it. It's fantastic for some game debugging work. You can see how every kind of map affect your model and much more...

[attachment deleted by admin]
« Last Edit: March 02, 2009, 10:14:40 am by ARSPR »
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline TomShak

  • 26
Re: Strange red tint on models
Here's a screenshot of both together.



And here's a debug log

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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -img2dds
  -mod mediavps
  -window
Building file index...
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 0xcca92482
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
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\mediavps\' ... 9 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' ... 15 files
Searching root 'C:\Games\FreeSpace2\' ... 128 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 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 18 roots and 13212 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 1280x800 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   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.8304 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".
  Using 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_ARB_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: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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 1
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_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-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 (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)
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.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : VALID
cfile_init() took 240
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'ravens.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.475 (0.475)
Frame  0 too long!!: frametime = 0.290 (0.290)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.779 (0.779)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'awul2'
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'awing.pof'
IBX: Found a good IBX/TSB to read for 'awing.pof'.
IBX-DEBUG => POF checksum: 0x0ebd97e8, IBX checksum: 0xc0d287b9 -- "awing.pof"
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga'
Someone passed an extension to bm_load for file 'awing_texture000.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture000.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture000.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture000.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga'
Someone passed an extension to bm_load for file 'awing_texture001.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture001.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture001.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture001.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga'
Someone passed an extension to bm_load for file 'awing_texture002.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture002.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture002.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture002.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga'
Someone passed an extension to bm_load for file 'awing_texture003.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture003.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture003.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture003.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga'
Someone passed an extension to bm_load for file 'awing_texture004.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture004.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture004.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture004.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga'
Someone passed an extension to bm_load for file 'awing_texture005.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture005.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture005.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture005.tga-normal'
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
WARNING: "There are 2 primary banks specified for GTF Hercules but only 1 primary banks in the model" at ship.cpp:9200
WARNING: "There are 2 secondary banks specified for GTF Hercules,  but only 1 secondary banks in the model." at ship.cpp:9216
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shield-f01 with size 112x93 (27.3% wasted)
ANI shield-f06 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX/TSB to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x3f9f6258 -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xfd9a4057, IBX checksum: 0xdfb98a48 -- "helios.pof"
Model helios.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f01.ani with size 112x93 (27.3% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1513/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 214,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter01 with size 32x28 (12.5% wasted)
ANI iconfighter06 with size 32x28 (12.5% wasted)
ANI iconfighter2t-02 with size 32x28 (12.5% wasted)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconfighter2t-04 with size 32x28 (12.5% wasted)
ANI iconfighter13 with size 32x28 (12.5% wasted)
ANI iconfighter2t-01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-03 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconfighter2s-02 with size 32x28 (12.5% wasted)
ANI iconbomber2t-03 with size 32x28 (12.5% wasted)
ANI iconbonusarty with size 32x28 (12.5% wasted)
ANI iconbomber04 with size 32x28 (12.5% wasted)
ANI iconbomber05 with size 32x28 (12.5% wasted)
ANI iconbomber09 with size 32x28 (12.5% wasted)
ANI iconbomber2t-01 with size 32x28 (12.5% wasted)
ANI iconfighter2v-04 with size 32x28 (12.5% wasted)
ANI 2_ssfighter01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter01.ani
ANI 2_ssfighter06.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter06.ani
ANI 2_ssfighter2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-02.ani
ANI 2_ssbonus2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbonus2t-02.ani
ANI 2_ssfighter2t-04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-04.ani
ANI 2_ssfighter13.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter13.ani
ANI 2_ssfighter2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-01.ani
ANI 2_ssfighter2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-03.ani
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI 2_ssfighter2s-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2s-02.ani
ANI 2_ssbomber2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-03.ani
ANI 2_ssbonus2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbonus2t-01.ani
ANI 2_ssbomber04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber04.ani
ANI 2_ssbomber05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber05.ani
ANI 2_ssbomber09.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber09.ani
ANI 2_ssbomber2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-01.ani
ANI 2_ssfighter2v-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2v-03.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconHornet with size 56x24 (25.0% wasted)
ANI iconBombardier with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconTrebuchet with size 56x24 (25.0% wasted)
ANI iconTagA with size 56x24 (25.0% wasted)
ANI iconTagB with size 56x24 (25.0% wasted)
ANI iconPiranha with size 56x24 (25.0% wasted)
ANI iconStilettoII with size 56x24 (25.0% wasted)
ANI iconInfyrno with size 56x24 (25.0% wasted)
ANI iconbelial with size 56x24 (25.0% wasted)
ANI iconHelios with size 56x24 (25.0% wasted)
ANI iconEMPulse with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Flail2.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_PromS.ani with size 332x304 (40.6% wasted)
ANI 2_Newton.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI 2_Lich.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI 2_hornet.ani with size 332x304 (40.6% wasted)
ANI 2_tornado.ani with size 332x304 (40.6% wasted)
ANI 2_cross.ani with size 332x304 (40.6% wasted)
ANI 2_trebuchet.ani with size 332x304 (40.6% wasted)
ANI 2_tagA.ani with size 332x304 (40.6% wasted)
ANI 2_tagB.ani with size 332x304 (40.6% wasted)
ANI 2_Piranha.ani with size 332x304 (40.6% wasted)
ANI 2_still.ani with size 332x304 (40.6% wasted)
ANI 2_infyrno.ani with size 332x304 (40.6% wasted)
ANI 2_belial.ani with size 332x304 (40.6% wasted)
ANI 2_Helios.ani with size 332x304 (40.6% wasted)
ANI 2_ecm.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 11.007 (11.007)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  22.538
ANI Head-TP1a.ani with size 160x120 (6.3% wasted)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Mon Mar 02 17:48:43 2009

I checked in the Fred and I get the problem even with ambient lighting all at '1'.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Strange red tint on models
-img2dds

Get rid of this. You might also want to turn on -spec.

Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline TomShak

  • 26
Re: Strange red tint on models
I've tried both with and without -imd2dds and -spec .. I get the same in all cases.

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Strange red tint on models
Well, it is pretty weird. Maybe you've found a bug or you have discovered another ATI issue...

Mantis it providing all the info. In this way some other people would be able to test in their systems. Don't forget to post:
+ The A-wing pof model (I suppose awing.pof) and its textures.
+ The used tables to enable A-wing inside FS2. (I don't see any special -shp.tbm in your log.  :confused: :confused: Have you used a whole personal ships.tbl in Mediavps\data\tables?)
+ The test mission (I suppose awul2.fs2).

This needs a deeper look.
« Last Edit: March 03, 2009, 02:02:40 am by ARSPR »
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio

 

Offline Aardwolf

  • 211
  • Posts: 16,384
    • Minecraft
Re: Strange red tint on models
I think I got this figured out...

Quote
Code: [Select]
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga'
Someone passed an extension to bm_load for file 'awing_texture000.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture000.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture000.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture000.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture000.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga'
Someone passed an extension to bm_load for file 'awing_texture001.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture001.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture001.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture001.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture001.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga'
Someone passed an extension to bm_load for file 'awing_texture002.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture002.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture002.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture002.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture002.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga'
Someone passed an extension to bm_load for file 'awing_texture003.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture003.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture003.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture003.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture003.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga'
Someone passed an extension to bm_load for file 'awing_texture004.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture004.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture004.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture004.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture004.tga-normal'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga'
Someone passed an extension to bm_load for file 'awing_texture005.tga'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga-glow'
Someone passed an extension to bm_load for file 'awing_texture005.tga-glow'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga-shine'
Someone passed an extension to bm_load for file 'awing_texture005.tga-shine'
Someone passed an extension to bm_load_animation for file 'awing_texture005.tga-normal'
Someone passed an extension to bm_load for file 'awing_texture005.tga-normal'

Your textures are misnamed. Instead of blahblah.tga-glow, I believe the files should be named blahblah-glow.tga --- that or my first instinct was wrong and I was too lazy to double-check.

Cheers.

 

Offline TomShak

  • 26
Re: Strange red tint on models
Well the models don't actually have any glow, shine or normal maps. They are simply texture polygon models ... so there aren't actually any files named 'blahblah.tga-glow' to rename ...

 

Offline ARSPR

  • Preys On Mantis
  • 29
Re: Strange red tint on models
Well the models don't actually have any glow, shine or normal maps. They are simply texture polygon models ... so there aren't actually any files named 'blahblah.tga-glow' to rename ...
You haven't understood Aardwolf.

POF models don't have embedded textures. They just have the names of the used base textures (awing_texture in this case??). Then the game engine looks for any adequate base texture format (awing_texture.dds, awing_texture.tga, awing_texture.pcx or whatever, there's a priority between texture formats nevertheless). AND if their auxiliary glow, spec, or normal maps exist (awing_texture-glow.dds and so on), they are also used for each additional effect.

Aardwolf is saying that your POF have fake linked texture names. And your POF must have them.

But as stated before, guessing is a waste of time (as I say in my signature, a lonely "FS2 doesn't work", in this case translated  to "FS2 doesn't render fine", is NOT a good error/bug report). Please mantis the problem providing all the info (or even post it here providing a complete zip or rar).
« Last Edit: March 05, 2009, 07:05:56 am by ARSPR »
IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

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