Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nyctaeus on February 08, 2017, 11:47:46 am

Title: Specularmap thing again.
Post by: Nyctaeus on February 08, 2017, 11:47:46 am
I feel like a little bit lost in that case. Newer FSO builds are PBR based and handles no specular, but is there any option to enable classic specular maps instead of reflect? I know there was lot of discussion about that matter but I cannot find anything significant. Reflect mapping works differently than classic specular, but specular mapping was used for years before PBR came. Now there is a problem with compatibility of bigger mods.

Exile work on newest nightly, but all maps are still adapted for specular mapping so I plan to release it under 3.7.4 final. Anyway I still wish to use newer features. With thousands of textures adapted to specular mapping I'm unable to convert to PBR standard so I'm stuck with 3.7.4.

Could some kind soul explain me that matter?
Title: Re: Specularmap thing again.
Post by: AdmiralRalwood on February 08, 2017, 03:21:43 pm
Any ship lacking PBR textures will still use the old specular maps automatically.
Title: Re: Specularmap thing again.
Post by: Nyctaeus on February 09, 2017, 04:14:07 am
Current nightly uses nothing, and it's long-term problem. It's just diffuse, glow and normal. Newer builds seems to ignore any specular maps I have in usage. When I open a mod on 3.7.4 final without any other changes, all specular are present.
Title: Re: Specularmap thing again.
Post by: The E on February 09, 2017, 04:28:04 am
The specular map effect is still there, it's just no longer as apparent.

Without specmap:

(https://i.imgur.com/31ONK2M.png)

With specmap:

(https://i.imgur.com/USXwAzt.png)

Without specmap and post-processing:

(https://i.imgur.com/cuookQA.png)

With specmap and no post-processing:

(https://i.imgur.com/gvuwWVH.png)
Title: Re: Specularmap thing again.
Post by: chief1983 on February 09, 2017, 08:29:26 am
I took some shots of the Orion the other day.  http://imgur.com/a/4Vg4l

I've been mostly concerned that since the PBR merge, if we don't update the MediaVPs to take it into account, we'll have an experience that is less pretty than with 3.7.4 when we release 3.8.  Generally speaking, the appearance of most ships with all the eye candy enabled currently seems less impressive now than it was.  I understand if we can't make the engine render older models as well as it did before, without changes to their textures, but should we release 3.8 without the MediaVPs being updated yet?  There aren't a lot of good setting combinations that make the Orion's side not look like a mirror.  Post-processing being enabled seems to wash out most of what the specular map does.  With it disabled, the overall brightness seems to drop to more reasonable levels.  I had thought that #1136 might have had an effect here but the Orion still looks pretty glassy in the ship lab.

Full disclosure though, these tests were performed on my Mac.  I still have warnings during shader compilation, even though it is now using OpenGL 4.1 (Intel Iris Pro).  There's a chance I'm not seeing what everyone else is seeing if those warnings aren't happening for anyone else.  I thought that Swifty might have been planning to address those after we finally fixed the CMake setup for Macs, but I don't think I've seen much on that particular front, as he's probably busy with his real job.  Should the warnings warrant a separate github issue?  I already have #969 open which is essentially for deferred lighting not working on Macs yet.  But shader compilation isn't tied to that I didn't think?
Title: Re: Specularmap thing again.
Post by: Nyctaeus on February 09, 2017, 10:19:04 am
...but spacular was great :(!

Sorry for attaching things, but Tinypic is giving me cancer today. I attached science ship from Exile from 3.7.4 final and recent nightly. Specularmap is present indeed, but I'm kinda terrified how much this model lost because of new settings. All the dirty, metal look she used to have is now gone, and it looks like polished plastic. Plus I'm unable to use brighter light settings with different spec_tube to avoid mirror effect.

Adjust your textures to PBR - you will say. Learn new thing you will say, but there are thousands of textures still in usage. Not only in Exile, but also in other mods. Plus some of the best models ever released benefits mostly from excellent specular maps, like Steve-O's fighterpack.

I cannot force you guys to change things, but for backward compatibility old way of rendering specular maps must be restored. If not, it will be a reason for people to stay on older builds.

[attachment deleted by admin]
Title: Re: Specularmap thing again.
Post by: Phantom Hoover on February 09, 2017, 10:33:25 am
I took some shots of the Orion the other day.  http://imgur.com/a/4Vg4l

I've been mostly concerned that since the PBR merge, if we don't update the MediaVPs to take it into account, we'll have an experience that is less pretty than with 3.7.4 when we release 3.8.  Generally speaking, the appearance of most ships with all the eye candy enabled currently seems less impressive now than it was.  I understand if we can't make the engine render older models as well as it did before, without changes to their textures, but should we release 3.8 without the MediaVPs being updated yet?  There aren't a lot of good setting combinations that make the Orion's side not look like a mirror.  Post-processing being enabled seems to wash out most of what the specular map does.  With it disabled, the overall brightness seems to drop to more reasonable levels.  I had thought that #1136 might have had an effect here but the Orion still looks pretty glassy in the ship lab.

Full disclosure though, these tests were performed on my Mac.  I still have warnings during shader compilation, even though it is now using OpenGL 4.1 (Intel Iris Pro).  There's a chance I'm not seeing what everyone else is seeing if those warnings aren't happening for anyone else.  I thought that Swifty might have been planning to address those after we finally fixed the CMake setup for Macs, but I don't think I've seen much on that particular front, as he's probably busy with his real job.  Should the warnings warrant a separate github issue?  I already have #969 open which is essentially for deferred lighting not working on Macs yet.  But shader compilation isn't tied to that I didn't think?

Yeah, this was a pretty major concern I had with PBR. HLP absolutely does not have the manpower to upgrade the existing stable of models to work properly with PBR. Unless it can degrade gracefully when using pre-PBR assets, it will amount to a net graphical downgrade. I was assured by DahBlount that this had been addressed and that old assets wouldn't have giant mirror polygons reflecting speculars like they're made of cardboard, but it sounds like this is still happening? Can we not, like, fallback to the old shaders for models without appropriate PBR textures, if that's what it takes?
Title: Re: Specularmap thing again.
Post by: The E on February 09, 2017, 10:37:32 am
The biggest issue at play here is the changed lighting response. I think what we should be doing is see whether we can change the lighting defaults so that they mimic a more metallic lighting response when non-PBR assets are in use. That would probably be less of an issue than trying to shoehorn the old shaders into the pipeline.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 09, 2017, 10:40:46 am
If anything can be done, that'd be awesome, but I've usually been told that we can't make the defaults match the old behavior any closer.  I haven't looked into the technical reasons for it but if it can be any closer at all, it will really help with the acceptance of the 3.8 release I think.
Title: Re: Specularmap thing again.
Post by: The E on February 09, 2017, 10:59:27 am
If anything can be done, that'd be awesome, but I've usually been told that we can't make the defaults match the old behavior any closer.  I haven't looked into the technical reasons for it but if it can be any closer at all, it will really help with the acceptance of the 3.8 release I think.

There is one thing we can definitely do. Right now, the default glossiness value (which is used in non-PBR rendering) is set to 155 (using the scale in the F3 viewers' material overrides). Setting it to a slightly higher level (I think 175 looks good, but this is definitely something you'll need to experiment with) is definitely something we can easily do.
Title: Re: Specularmap thing again.
Post by: Phantom Hoover on February 09, 2017, 11:52:16 am
Whenever I see bad lighting on a model the reason is, most of the time, that it's too glossy and specular. And you want to make non-PBR models default to being more metallic and glossy? This sounds crazy to me. Old assets look absolutely terrible when you see a glossy, sharp specular reflection slide over a big flat polygon with no normal map.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 09, 2017, 12:00:50 pm
I'm pretty sure the Orion even has normal maps, but they're not enough to prevent that effect shown in my screenshots.
Title: Re: Specularmap thing again.
Post by: Nyctaeus on February 09, 2017, 12:42:33 pm
I'm pretty sure the Orion even has normal maps, but they're not enough to prevent that effect shown in my screenshots.
Yup. I'm quite curious how something like this may be possible using default settings. Specularity strong enough to make normal almost invisible. Especially when Orion has one of the strongest normalmaps in current MediaVPs...

The worst thing is the fact, that this is quite common with any brighter lightning settings on non-PBR models.
Title: Re: Specularmap thing again.
Post by: Phantom Hoover on February 09, 2017, 01:04:09 pm
I definitely remember hearing something about the new code making old normal maps look flatter or something. Which is crazy, and needs to be fixed so they're reasonably backwards-compatible.
Title: Re: Specularmap thing again.
Post by: DahBlount on February 09, 2017, 03:33:15 pm
Some of these observations here are actually giving me some ideas.

Nyctaeus
With that same ship from the example you posted, make a copy of the -shine map with A) slightly lower overall brightness and B) higher contrast. Post the results please.

Phantom Hoover
Describe what do you mean by normal maps looking "flat" now.
Title: Re: Specularmap thing again.
Post by: Nyctaeus on February 09, 2017, 04:05:42 pm
Nyctaeus
With that same ship from the example you posted, make a copy of the -shine map with A) slightly lower overall brightness and B) higher contrast. Post the results please.
I will check this out. Despite that, even if the outcome will be acceptable, it's still lot's of shinemaps to be adjusted.
Title: Re: Specularmap thing again.
Post by: DahBlount on February 09, 2017, 04:22:35 pm
Indeed. I just want to keep track of any info related to legacy maps that people should keep in mind when making them.

The biggest complaint with PBR has been that it's a large undertaking to convert existing textures to use PBR considering how they operate. It's also unfortunately the one we can't really do much about as it basically requires a revamp of texture creation techniques.
Title: Re: Specularmap thing again.
Post by: Phantom Hoover on February 09, 2017, 04:46:57 pm
chief's screenshots show it up pretty well, I feel. I don't remember anything looking that bad with the old lighting.
Title: Re: Specularmap thing again.
Post by: Spoon on February 09, 2017, 04:49:36 pm
When I went through the chore of making exactly 100 reflect maps for WoD, I found that the F3 shiplab wasn't the greatest previewer for them. The lighting in there makes ships look worse than how they tend to look in an actual mission (And the techlab lighting just butchers them). I too was actually really happy with how the game looked with the old lighting, it was pretty easy to create a shine map and just have things look right. With PBR it takes a fair bit more tinkering and I still have ships that just look kind of 'off' in the shiplab.
Then on the other hand, when you do get a ship to look proper, there is an undeniable charm with PBR. A thin stripe of yellow that glows up when you fly past it, glow maps that look amazing and so forth. But at times it also really needs shadows enabled to fully compliment it, and those do tend to hit framerate pretty hard.
Title: Re: Specularmap thing again.
Post by: Phantom Hoover on February 09, 2017, 05:13:00 pm
I've definitely seen models look like that in-game though. I can't take screenshots right now, remind me on Saturday I guess?
Title: Re: Specularmap thing again.
Post by: chief1983 on February 09, 2017, 05:18:42 pm
Massive battle beams has beams lighting up the entire side of the Orion.  It's pretty obvious for me there.  Can take more shots or video.
Title: Re: Specularmap thing again.
Post by: DahBlount on February 09, 2017, 05:46:50 pm
chief's screenshots show it up pretty well, I feel. I don't remember anything looking that bad with the old lighting.

Right. Taking a look at the Orion images and the relevant textures, I *think* I might know what is going on. When specular maps are turned off when using legacy textures, there's no information to reinforce the normal map (this is actually a big part of the new renderer, regardless of PBR or legacy textures). With the specular map turned on, there's some of that reinforcing information, but it's not very apparent due to the darkness and low contrast of the legacy specular maps. A curvature map generated from the normal map can be used to give the specular map some more oomph so that the reflections are properly attenuated. I'll get to work on a guide for generating curvature from tangent space normals and how to apply the curvature to the specular map.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 10, 2017, 03:12:05 pm
I'm not sure it's just normal maps either.

Retail asteroids in current nightlies (https://youtu.be/IDz6rxmg1iU)

I don't have deferred lighting enabled, but everything else.

Here's the log from my Mac.

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.
==========================================================================
  Initializing SDL...
FreeSpace 2 Open version: 3.7.5
Passed cmdline options:
  -missile_lighting
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -fb_thrusters
  -enable_shadows
  -no_deferred
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -snd_preload
  -window
Building file index...
Found root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Applications/Freespace2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Freespace2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/Freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/Freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/Freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/Freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/Freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/Freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/Freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/Freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/Freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/cliffgordon/Library/Application Support/HardLightProductions/FreeSpaceOpen/' ... 3 files
Searching root '/Applications/Freespace2/' ... 6 files
Searching root pack '/Applications/Freespace2/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Applications/Freespace2/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/Freespace2/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/Freespace2/root_fs2.vp' ... 157 files
Searching root pack '/Applications/Freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/Freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/Freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/Freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/Freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/Freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/Freespace2/warble_fs2.vp' ... 52 files
Found 14 roots and 7431 files.
AutoLang: Language auto-detection successful...
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 0 (44100)
  EFX enabled: NO
  Playback device: Built-in Output
  Capture device: Built-in Microphone
... OpenAL successfully initialized!
Failed to init speech
  Initializing SDL video...
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : Intel Inc.
  OpenGL Renderer  : Intel Iris Pro OpenGL Engine
  OpenGL Version   : 4.1 INTEL-10.22.29

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
WARNING: Failed to find uniform 'specFactor'.
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
Shader Variant Features:

Compiling passthrough shader...
Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
WARNING: Failed to find uniform 'depth_tex'.
WARNING: Failed to find uniform 'timer'.
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
  Max texture units: 2 (16)
  Max client texture states: 2 (1)
  Max elements vertices: 1048575
  Max elements indices: 150000
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.10
... OpenGL init is complete!
Initializing path renderer...
Size of bitmap info = 1039 KB
Size of bitmap extra info = 64 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani 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 message = Failed to open file.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
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 message = Failed to open file.
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Initializing Joystick...
  No joysticks found
Printing joystick info:
  No joystick is being used.
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% 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 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
FFmpeg library initialized!
FFmpeg: License: LGPL version 2.1 or later
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 148
Initializing head tracking...
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
FFMPEG Log: [theora @ 0x7fa197110200] 7 bits left in packet 82
FFMPEG Log: [ogg @ 0x7fa1971cec00] Broken file, keyframe not correctly marked.
FFMPEG Log: [theora @ 0x7fa197115600] 7 bits left in packet 82
FFmpeg: Using video codec Theora (theora).
FFmpeg: Using audio codec Vorbis (vorbis).
Compiling new shader:
Video Playback
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Shader Variant Features:
FFMPEG Log: [ogg @ 0x7fa1971cec00] Broken file, keyframe not correctly marked.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'ravens.pcx'
PLR => Loading complete!
PLR => Verifying 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief_fotg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Test.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief_fotg.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Test.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'chief1983.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'ravens.pcx'
PLR => Loading complete!
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_PXO (62) in state GS_STATE_MAIN_MENU (1)
Throwing out event 18 because of state set from 1 to 48
ANI 2_pxologo.ani with size 212x152 (40.6% wasted)
MOTD ADD :  22/9/2011 18:18

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:
 [email protected]

MOTD ALL :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:
 [email protected]

Got event GS_EVENT_MULTI_JOIN_GAME (18) in state GS_STATE_PXO (48)
Frame  0 too long!!: frametime = 2.050 (2.050)
Got event GS_EVENT_MULTI_START_GAME (51) in state GS_STATE_MULTI_JOIN_GAME (14)
Got event GS_EVENT_MULTI_HOST_SETUP (31) in state GS_STATE_MULTI_START_GAME (39)
Someone passed an extension to bm_load for file 'Ter0007.pcx'
Someone passed an extension to bm_load for file 'ravens.pcx'
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_MULTI_HOST_SETUP (25)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'MDL-02.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter13.pof' into slot '0'
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
WARNING: Failed to find uniform 'projMatrix'.
WARNING: Failed to find uniform 'color'.
Shader Variant Features:
Shadow Mapping
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Diffuse Mapping
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Animated Effects
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Deferred lighting
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Animated Effects
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Animated Effects
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Deferred lighting
Submodel Transforms
Clip Plane
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Fog Effect
Deferred lighting
Submodel Transforms
Clip Plane
Submodel 'fighter13b-hull' is detail level 1 of 'fighter13a-hull'
Submodel 'fighter13c-hull' is detail level 2 of 'fighter13a-hull'
Submodel 'fighter13d-hull' is detail level 3 of 'fighter13a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'fighter13c-hull' is detail level 1 of 'fighter13b-hull'
Submodel 'fighter13d-hull' is detail level 2 of 'fighter13b-hull'
Submodel 'fighter13d-hull' is detail level 1 of 'fighter13c-hull'
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'ast03.pof' into slot '1'
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astc' is detail level 1 of 'astb'
WARNING: "For asteroid 'Small Asteroid', detail level mismatch (POF needs 3)" at asteroid.cpp:477
Loading model 'ast02.pof' into slot '2'
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
Submodel 'astc' is detail level 1 of 'astb'
Submodel 'astd' is detail level 2 of 'astb'
Submodel 'astd' is detail level 1 of 'astc'
Loading model 'ast01.pof' into slot '3'
Submodel 'astb' is detail level 1 of 'asta'
Submodel 'astc' is detail level 2 of 'asta'
Submodel 'astd' is detail level 3 of 'asta'
Submodel 'astc' is detail level 1 of 'astb'
Submodel 'astd' is detail level 2 of 'astb'
Submodel 'astd' is detail level 1 of 'astc'
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
SOUND ==> Could not open wave file warp2.wav for streaming. Reason: File not found with any known extension.
Loading model 'support2t-01.pof' into slot '4'
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'bodyc' is detail level 1 of 'bodyb'
Submodel 'bodyd' is detail level 2 of 'bodyb'
Submodel 'bodyd' is detail level 1 of 'bodyc'
Loading model 'support2v-01.pof' into slot '5'
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'hercc' is detail level 1 of 'hercb'
Submodel 'hercd' is detail level 2 of 'hercb'
Submodel 'hercd' is detail level 1 of 'hercc'
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
Loading model 'rockeye.pof' into slot '6'
Submodel 'rockeye-c' is detail level 1 of 'rockeye-b'
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof' into slot '7'
Submodel 'realtempest-c' is detail level 1 of 'realtempest-b'
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'NewHornet.pof' into slot '8'
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'realhornet-c' is detail level 1 of 'realhornet-b'
Loading model 'crossbow.pof' into slot '9'
Submodel 'realcrossbow-b' is detail level 1 of 'realcrossbow-a'
Submodel 'realcrossbow-c' is detail level 2 of 'realcrossbow-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'realcrossbow-c' is detail level 1 of 'realcrossbow-b'
Loading model 'cmeasure01.pof' into slot '10'
Loading model 'debris01.pof' into slot '11'
Loading model 'debris02.pof' into slot '12'
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI netlag1.ani with size 29x30 (6.2% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% 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 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 1376/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 319,  Estimated count = 425
================================================
Level load took 4.582000 seconds.
Frame  0 too long!!: frametime = 5.210 (5.210)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_MULTI_MISSION_SYNC (38)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter13 with size 32x28 (12.5% wasted)
ANI iconfighter2t-01 with size 32x28 (12.5% wasted)
ANI iconfighter08 with size 32x28 (12.5% wasted)
ANI iconfighter09 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromS 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 iconCrossbow with size 56x24 (25.0% wasted)
ANI iconasteroid with size 117x99 (22.7% wasted)
ANI FadeiconAsteroid with size 117x99 (22.7% wasted)
ANI FadeiconAsteroid.ani with size 117x99 (22.7% wasted)
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
ANI iconasteroid.ani with size 117x99 (22.7% wasted)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_BRIEFING (10)
ANI 2_Count.ani with size 302x198 (22.7% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_MULTI_MISSION_SYNC (38)
Entering game at time = 1131.075
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
WARNING: Failed to find uniform 'projMatrix'.
WARNING: Failed to find uniform 'color'.
Shader Variant Features:
Shadow Mapping
Submodel Transforms
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Shadows
Submodel Transforms
High Dynamic Range
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Diffuse Mapping
Thruster scaling
High Dynamic Range
Compiling new shader:
Tonemapping
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: tonemapping-f.sdr
Shader Variant Features:
Compiling new shader:
Lightshafts
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr
Shader Variant Features:
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'modelMatrix'.
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Diffuse Mapping
Submodel Transforms
Network Killing off Alpha 2
Network Killing off Alpha 3
Network Killing off Alpha 4
Network Killing off Beta 1
Network Killing off Beta 2
Network Killing off Beta 3
Network Killing off Beta 4
Network Killing off Gamma 1
Network Killing off Gamma 2
Network Killing off Gamma 3
Network Killing off Gamma 4
ANI Head-TP1c.ani with size 160x120 (6.2% wasted)
Compiling new shader:
Model Rendering
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
WARNING: Failed to find uniform 'viewMatrix'.
Shader Variant Features:
Lighting
Diffuse Mapping
Shadows
High Dynamic Range
1394 frames executed in  30.027 seconds,  46.425 frames per second.
Got event GS_EVENT_MULTI_JOIN_GAME (18) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_PXO (62) in state GS_STATE_MULTI_JOIN_GAME (14)
MOTD ADD :  22/9/2011 18:18

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:

MOTD ADD :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:
 [email protected]

MOTD ALL :  22/9/2011 18:18
 == Summoner - FS2NetD style ==
 You will be banned if you
 spam or use illegal or
 offensive behavior in the
 chat area.
 
 Please report problems or abuse to:
 [email protected]

Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_PXO (48)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'chief1983.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
Freeing all existing models...
Unloading model 'fighter13.pof' from slot '0'
Unloading model 'ast03.pof' from slot '1'
Unloading model 'ast02.pof' from slot '2'
Unloading model 'ast01.pof' from slot '3'
Unloading model 'support2t-01.pof' from slot '4'
Unloading model 'support2v-01.pof' from slot '5'
Unloading model 'rockeye.pof' from slot '6'
Unloading model 'Tempest.pof' from slot '7'
Unloading model 'NewHornet.pof' from slot '8'
Unloading model 'crossbow.pof' from slot '9'
Unloading model 'cmeasure01.pof' from slot '10'
Unloading model 'debris01.pof' from slot '11'
Unloading model 'debris02.pof' from slot '12'
... Log closed, Fri Feb 10 15:06:28 2017
Title: Re: Specularmap thing again.
Post by: DahBlount on February 10, 2017, 06:35:07 pm
Yeah, the retail asteroids don't have any specular maps by default, the specular information is instead composed of slightly darkened versions of the diffuse, which is not conducive to detail.

This mostly just tells me that we need to rethink how legacy specmaps are best created in terms of brightness and contrast.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 10, 2017, 06:48:16 pm
Yeah I imagine that will apply to all retail, I just noticed the asteroids were really obvious via their spinning the gloss patches into view.
Title: Re: Specularmap thing again.
Post by: Kolgena on February 12, 2017, 07:42:15 pm
@chief: I also see the Orion/asteroids as a perfect glassy shapes with no normal map lighting. For more examples, almost all of the UEF fighters from BP are affected. The Kentauri is especially ugly. I'm on Win10 with an RX 480, so it's not a Mac issue.

Stupid suggestion: What if spec maps are greyscaled by the engine and used as gloss maps? Would that effectively fix the problem in an imperfect, but "legacy-supported" way?

One thing that strikes me is that when the shiny cardboard effect happens, the highlight color is *always* white. It may be better if somehow it referenced an existing colored texture (diff? spec?), so that blue metal shines blue instead of white, for example. *edit: I guess I didn't mean "white", but the light color of whatever sun is in the mission. It doesn't look like it's getting colored by any information in the model.
Title: Re: Specularmap thing again.
Post by: DahBlount on February 12, 2017, 09:12:31 pm
Generated specular maps arent grayscale, they're just darkened versions of the diffuse map.

Doing a linear light pass over a greyscale version of the diffuse map with curvature data generated from the normals to generate gloss info would be the best method imo, but it would also be quite expensive in terms of shader computation.

We could also do some sort of hue and gradient detection to guesstimate which pixels are metallic or not and generate a better specmap and glossmap.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 13, 2017, 10:51:49 am
I guess I am just curious, why are we generating specular maps anyway?  I thought the main concern was that ships without them should look like ships without them (like retail) and ships with them should hopefully look as much like them as they did before?  Seems there's two different issues here, with different possible solutions, or am I wrong?
Title: Re: Specularmap thing again.
Post by: Nyctaeus on February 13, 2017, 11:39:50 am
I guess I am just curious, why are we generating specular maps anyway?  I thought the main concern was that ships without them should look like ships without them (like retail) and ships with them should hopefully look as much like them as they did before?  Seems there's two different issues here, with different possible solutions, or am I wrong?
Actual reason differs from modder to modder because of different views and techniques. Specular map defines how the diffuse look like during direct contact with sunlight on specific angle, and as FS is not stricte photo-realistic due to asset aesthetics, prople use many different methods to get their speculars. I use specular to deepen metallic look of my texures, make them more grainy, dirty, less flat and less retail-like. However I've noticed that large part of community are quite lazy at making specular maps, sometimes just applying alpha mask or desaturating the diffuse. Difference in that is minimal, or final result is just uglier.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 13, 2017, 11:52:22 am
Sorry, not sure if you were answering what I asked.  Sounds like you were answering why we have them historically, but I meant why it sounds like we need to re-generate them in shaders now.
Title: Re: Specularmap thing again.
Post by: mjn.mixael on February 13, 2017, 12:00:21 pm
Dahblount, where's that PBR texturing guide?
Title: Re: Specularmap thing again.
Post by: DahBlount on February 13, 2017, 01:04:11 pm
Dahblount, where's that PBR texturing guide?
Currently on hold while I fix a few bugs and finish off some models. I had to go back and rewrite some stuff as well due to some insights I had after giving the shader code another look over.

I'm also dealing with some personal **** but this thread is not the place to discuss it, if ever.

Sorry, not sure if you were answering what I asked.  Sounds like you were answering why we have them historically, but I meant why it sounds like we need to re-generate them in shaders now.
We only generate them if an explicit specular map doesn't exist.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 13, 2017, 01:37:09 pm
Ok, that's what I thought.  So I guess my two questions for that are, why?  Do we need specular maps to be generated for retail?  What would it look like if we don't?  I would have thought it would continue to look like it did before.

Second, how will how we generate specular maps fix things like the MediaVPs Orion, etc, which already have them?  Or did we already discuss handling existing specular maps closer to pre-PBR earlier in the thread, and I just forgot?
Title: Re: Specularmap thing again.
Post by: DahBlount on February 13, 2017, 02:09:41 pm
Well, I'm not terribly sure what it would take to stop generating specularmaps considering that the information is required for some lighting calculations.

I've actually discussed methods of making PBR textures for retail ships by using the original textures to assist in the creation of planar models that can be used to generate normal and ao information which can then be used in tools like Quixel Suite to generate PBR textures quite quickly. You can even use the generated information to create textures by hand in GIMP and PS, albeit it takes a little more effort since some of the functionality from QS or Substance Painter doesnt exist natively as single click functions in either GIMP or PS.
Title: Re: Specularmap thing again.
Post by: Kolgena on February 15, 2017, 06:35:09 pm
Generated specular maps arent grayscale, they're just darkened versions of the diffuse map.

Doing a linear light pass over a greyscale version of the diffuse map with curvature data generated from the normals to generate gloss info would be the best method imo, but it would also be quite expensive in terms of shader computation.

We could also do some sort of hue and gradient detection to guesstimate which pixels are metallic or not and generate a better specmap and glossmap.

There's already a cache directory for every mod directory. Would it be possible for the shaders to save the texture information on first load, then just load those up on subsequent uses? Downside is more situations like the PVI Karnak, which had users complaining about black screen crashes when the game was loading it up. For MVPs, the pain could be alleviated by packing up the cache for download via the installer or something.

I guess for old models that come with spec maps not designed for PBR, perhaps the best approach is to ignore them all and rely on engine-generated PBR friendly cached textures.
Title: Re: Specularmap thing again.
Post by: DahBlount on February 15, 2017, 08:06:09 pm
Pretty sure the cache directory isn't used anymore, at least not to the extent it used to. Regardless, the textures are generated on the gpu, not in the engine, so trying to dump them as a cached file would be a nightmare.

I'm also against overriding legacy specularmaps as I feel that could cause some outrage, due to the engine ignoring files that have existed for years. As I said, the best method I've thought of for generating decent specularmaps from the diffuse is computationally expensive and still quite incomplete because of the lack of metalness information to work with.

I'm still looking for good methods and workflows for legacy maps, but they're really not a priority considering we're trying to encourage the use of PBR for new textures at least.
Title: Re: Specularmap thing again.
Post by: zookeeper on February 16, 2017, 03:07:50 am
For what it's worth, at least FotG will use legacy specmaps for the foreseeable future if not indefinitely. Granted, we'll use custom shaders so default values and such are easy to tweak, but the basic support for specmaps still kind of needs to be there one way or another.
Title: Re: Specularmap thing again.
Post by: Kolgena on February 17, 2017, 06:17:01 pm
As it stands, the current spec maps don't behave properly anyways, so I don't think it's a priority to make the engine use them, unless custom shaders specify them.

Anyways, my biggest gripe with all this is still the fact that many retail (orion, asteroids) and BP ships (every UEF fighter) look like absolute ass with their current textures in the PB renderer. If something can be done for that besides remaking all the textures, that'd be ideal.
Title: Re: Specularmap thing again.
Post by: DahBlount on February 17, 2017, 07:01:49 pm
Without macrosurface (normals) and microsurface (gloss/shine) details, models are, of course, going to look bad.

I've addressed the issue in the past on several occasions, I should probably just make a copy paste for it at this point. Anyways, for many models that were never designed to have -shine maps (covers all of retail and the UEF fighters), PBR isn't going to look good without people going back and making the textures (Hell, the current UEF fighters still don't have normal maps!). In this case, your ideal solution is not only nigh impossible, it's highly impractical given the nature of the issue.

I ask you to take the time to read my previous posts in this thread and others related to PBR. My knowledge on the matter is, of course, not perfect and in fact evolves based on my observations of other rendering engines, research, and things I encounter in real life (****ing vantablack...). I'm doing my best to develop workflows and guides to fixing assets up for PBR in FSO.
Title: Re: Specularmap thing again.
Post by: niffiwan on February 17, 2017, 07:48:12 pm
Out of interest, I'm pretty sure I get why the PBR renderer makes surfaces without ... err... ~those~ maps (shine? specular?) look bad; but could you explain to a graphics noob why they looked fine in the old renderer?
Title: Re: Specularmap thing again.
Post by: DahBlount on February 17, 2017, 08:10:50 pm
Short answer: The shaders were (probably) designed with (mildly stylistic) rendering of the old retail models and mvps models in mind.

Long answer:I can't give one because I can't explain it fully without going back and reading through the old shaders.
Title: Re: Specularmap thing again.
Post by: niffiwan on February 17, 2017, 08:15:04 pm
So.. maybe a default roughness/bump effect was applied to all surfaces by default?  (just speculatin', no need to read the old shader code)
Title: Re: Specularmap thing again.
Post by: Swifty on February 23, 2017, 08:09:12 pm
I feel like chief and nyctaeus are describing two separate problems.

Chief's problem looks like an issue with normals not properly being interpolated across primitives. Which may be a problem limited to Macs. Someone needs to see if this issue looks the same on a PC. Chief, if you can tell me what mission that is, I'll do comparisons to figure out what really is the issue here.

And I feel Nyctaeus' issue is that the diffuse map is slightly muted, which is causing a lot of the dirty details to get lost (unless it's your -shine map that has all that variance in detail). That's because diffuse textures are now gamma corrected when doing lighting calculations. Read about gamma correct lighting here: http://filmicworlds.com/blog/linear-space-lighting-i-e-gamma/. If we don't gamma correct diffuse, then HDR/tonemapping completely falls apart. It's kind of hard to think of a solution for this while keeping us HDR capable.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 23, 2017, 09:36:49 pm
If we're talking about the asteroids, yeah, it looks about the same to me on Windows.  Win 10, GF 970, all updates installed, Feb 23 nightly.  Below is the opening of my debug log.  I can't attach it all as it's 37MB, I have a few filters enabled.  But a huge chunk of that is OpenGL debugging messages, they're like 95% of the log once it gets going.  Mostly repeating stuff like this, over and over again:

Code: [Select]
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 6 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 7 (bound to GL_UNIFORM_BUFFER (0), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 7 (bound to GL_UNIFORM_BUFFER (0), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 7 (bound to GL_UNIFORM_BUFFER (0), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.

Code: [Select]
  Initializing SDL...
FreeSpace 2 Open version: 3.7.5.20170223_4f9f0b6
Passed cmdline options:
  -missile_lighting
  -nomotiondebris
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -fb_thrusters
  -enable_shadows
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -snd_preload
  -window
Building file index...
Found root pack 'E:\Games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'E:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'E:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\Games\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\' ... 10 files
Searching root 'E:\Games\Freespace2\' ... 132 files
Searching root pack 'E:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'E:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'E:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\Games\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 14 roots and 7564 files.
os_config_read_string(): section = "Default", name = "Language", default value: "NULL"
Requested file font01.vf found at: E:\Games\Freespace2\sparky_fs2.vp
AutoLang: Language auto-detection successful...
Requested file strings.tbl found at: E:\Games\Freespace2\root_fs2.vp
Setting language to English
Requested file strings.tbl found at: E:\Games\Freespace2\root_fs2.vp
Requested file tstrings.tbl found at: E:\Games\Freespace2\root_fs2.vp
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Requested file ships.tbl found at: E:\Games\Freespace2\root_fs2.vp
Requested file weapons.tbl found at: E:\Games\Freespace2\root_fs2.vp
Initializing OpenAL...
os_config_read_string(): section = "Sound", name = "PlaybackDevice", default value: "NULL"
os_config_read_string(): section = "Sound", name = "CaptureDevice", default value: "NULL"
  Available Playback Devices:
    Speakers (Realtek High Definition Audio) on OpenAL Soft  *preferred*
    Realtek Digital Output (Realtek High Definition Audio) on OpenAL Soft

  Available Capture Devices:
    Microphone (Realtek High Definition Audio) on OpenAL Soft  *default*
    Microphone (Logitech Mic (Orbit/Sphere MP)) on OpenAL Soft

  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.17.0

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".
Enhanced sound is enabled.

  Sample rate: 48000 (44100)
  EFX version: 1.0
  Max auxiliary sends: 4
  Playback device: Speakers (Realtek High Definition Audio) on OpenAL Soft
  Capture device: Microphone (Realtek High Definition Audio) on OpenAL Soft
... OpenAL successfully initialized!
Speech init succeeded!
Play SpeechTechroom: true
Play SpeechBriefings: true
Play SpeechIngame: true
Play SpeechMulti: true
  Initializing SDL video...
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
Using OpenGL debug extension
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 970/PCIe/SSE2
  OpenGL Version   : 4.1.0 NVIDIA 378.66

os_config_read_string(): section = "Default", name = "OGL_AnisotropicFilter", default value: "1.0"
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 2 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
OpenGL Debug: Source:OpenGL Type:Other ID:131185 Severity:Unknown Message:Buffer detailed info: Buffer object 4 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Requested file ogl_shader-e04e8b1981f9a918c2c9661eca058251.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-e04e8b1981f9a918c2c9661eca058251.json
Requested file ogl_shader-e04e8b1981f9a918c2c9661eca058251.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-e04e8b1981f9a918c2c9661eca058251.bin
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Requested file ogl_shader-cf89d1250c1d5eec3c62a41e0d8cf67d.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-cf89d1250c1d5eec3c62a41e0d8cf67d.json
Requested file ogl_shader-cf89d1250c1d5eec3c62a41e0d8cf67d.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-cf89d1250c1d5eec3c62a41e0d8cf67d.bin
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Requested file ogl_shader-7723ebf7adcc398f8758a473c56b5ec0.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-7723ebf7adcc398f8758a473c56b5ec0.json
Requested file ogl_shader-7723ebf7adcc398f8758a473c56b5ec0.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-7723ebf7adcc398f8758a473c56b5ec0.bin
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
Requested file ogl_shader-f4bf22b4351b792b635a588413bb93e1.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-f4bf22b4351b792b635a588413bb93e1.json
Requested file ogl_shader-f4bf22b4351b792b635a588413bb93e1.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-f4bf22b4351b792b635a588413bb93e1.bin
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
Requested file ogl_shader-554ee44bb4d25807b62b7db9a7fb3cd9.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-554ee44bb4d25807b62b7db9a7fb3cd9.json
Requested file ogl_shader-554ee44bb4d25807b62b7db9a7fb3cd9.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-554ee44bb4d25807b62b7db9a7fb3cd9.bin
WARNING: Failed to find uniform 'specFactor'.
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Requested file ogl_shader-407c73d96d021b11bc5969e059a8023a.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-407c73d96d021b11bc5969e059a8023a.json
Requested file ogl_shader-407c73d96d021b11bc5969e059a8023a.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-407c73d96d021b11bc5969e059a8023a.bin
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
Requested file ogl_shader-c4db9d7ccd67aea4347bdb41723d24f7.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-c4db9d7ccd67aea4347bdb41723d24f7.json
Requested file ogl_shader-c4db9d7ccd67aea4347bdb41723d24f7.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-c4db9d7ccd67aea4347bdb41723d24f7.bin
Shader Variant Features:

Compiling passthrough shader...
Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
Requested file ogl_shader-36e14fd12aa5b433c041fa6cf711db30.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-36e14fd12aa5b433c041fa6cf711db30.json
Requested file ogl_shader-36e14fd12aa5b433c041fa6cf711db30.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-36e14fd12aa5b433c041fa6cf711db30.bin
WARNING: Failed to find uniform 'depth_tex'.
WARNING: Failed to find uniform 'timer'.
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Requested file ogl_shader-e56885889b694997b38e6682a4de2cd5.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-e56885889b694997b38e6682a4de2cd5.json
Requested file ogl_shader-e56885889b694997b38e6682a4de2cd5.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-e56885889b694997b38e6682a4de2cd5.bin
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Requested file ogl_shader-89ee702714f217d11c9b36c344c3f5c1.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-89ee702714f217d11c9b36c344c3f5c1.json
Requested file ogl_shader-89ee702714f217d11c9b36c344c3f5c1.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-89ee702714f217d11c9b36c344c3f5c1.bin
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Requested file ogl_shader-b28aa9aa978112858695a9c2b9a8a69f.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-b28aa9aa978112858695a9c2b9a8a69f.json
Requested file ogl_shader-b28aa9aa978112858695a9c2b9a8a69f.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-b28aa9aa978112858695a9c2b9a8a69f.bin
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Requested file ogl_shader-9282e649ff409fce193fc35a67284de8.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-9282e649ff409fce193fc35a67284de8.json
Requested file ogl_shader-9282e649ff409fce193fc35a67284de8.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-9282e649ff409fce193fc35a67284de8.bin
Shader Variant Features:
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Requested file ogl_shader-197d2aba6f9b780a9c7b428279ef5269.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-197d2aba6f9b780a9c7b428279ef5269.json
Requested file ogl_shader-197d2aba6f9b780a9c7b428279ef5269.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-197d2aba6f9b780a9c7b428279ef5269.bin
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Requested file ogl_shader-422b6e46830ac20178c63d18dfc18266.json found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-422b6e46830ac20178c63d18dfc18266.json
Requested file ogl_shader-422b6e46830ac20178c63d18dfc18266.bin found at: C:\Users\Cliff\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\cache\ogl_shader-422b6e46830ac20178c63d18dfc18266.bin
Shader Variant Features:
  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.10 NVIDIA via Cg compiler
... OpenGL init is complete!

I'd hoped we would have deferred lighting working on Macs before the 3.8 release, Swifty have you had any time to take a look at Mac graphics since we got the builds working mostly ok?
Title: Re: Specularmap thing again.
Post by: m!m on February 24, 2017, 02:50:40 am
You can disable the OpenGL debug messages by disabling the "OpenGL Debug" group in the debug_filter file.
Title: Re: Specularmap thing again.
Post by: zookeeper on February 24, 2017, 03:25:56 am
Chief's problem looks like an issue with normals not properly being interpolated across primitives.

That's presumably simply because that's what the retail asteroid models are like. They are faceted/unsmoothed so there can and should be no normal interpolation on them.
Title: Re: Specularmap thing again.
Post by: Phantom Hoover on February 24, 2017, 05:20:21 am
There should be something to keep them from looking like giant panels of flat cardboard IMO. I don't care what the technical reasons are, there's no excuse for graphical upgrades making existing models look worse.
Title: Re: Specularmap thing again.
Post by: zookeeper on February 24, 2017, 06:11:58 am
There should be something to keep them from looking like giant panels of flat cardboard IMO. I don't care what the technical reasons are, there's no excuse for graphical upgrades making existing models look worse.

Well, that's simple: they shouldn't be shiny/glossy/whatever-the-word-is at all.

It would seem to make sense that the default (that is, when no special textures are provided, such as is the case with retail assets) should be different depending on object type. Ships can be sorta shiny by default, but asteroids shouldn't be. Because even if the models had nicely interpolated normals, they'd still look like lacquered rocks.
Title: Re: Specularmap thing again.
Post by: Phantom Hoover on February 24, 2017, 07:05:18 am
I've addressed the issue in the past on several occasions, I should probably just make a copy paste for it at this point. Anyways, for many models that were never designed to have -shine maps (covers all of retail and the UEF fighters), PBR isn't going to look good without people going back and making the textures (Hell, the current UEF fighters still don't have normal maps!). In this case, your ideal solution is not only nigh impossible, it's highly impractical given the nature of the issue.

Would it be impossible to literally just fall back to the old shaders for ships without PBR textures?
Title: Re: Specularmap thing again.
Post by: m!m on February 24, 2017, 12:39:19 pm
I'm relatively sure that that is not possible since the PBR ships and non-PBR ships share a common color buffer for storing their lighting information but Swifty could probably tell you more about that possibility.
Another solution could be to enable PBR on a per-mod basis at which point every asset would be rendered using the PBR method which may result in suboptimal visual for non-PBR assets but it could be toggled on a per-mod basis, e.g. by setting a game_settings flag.
Title: Re: Specularmap thing again.
Post by: chief1983 on February 24, 2017, 12:42:29 pm
Barring any better hybrid asset approach, if that last suggestion is feasible, it is one of the better ones I've heard yet.  I think it's very reasonable to expects mods to be able to be all or no PBR, considering virtually no mods have PBR today, and going forward, it would be expected that any release would know it needs to be all or no PBR.
Title: Re: Specularmap thing again.
Post by: Swifty on February 24, 2017, 03:52:21 pm
I don't really like that idea. I'd rather spend some time figuring out if what chief is reporting is really a bug with the new renderer before writing it off as something that's endemic to PBR entirely.

But I'd like to emphasize, lower contrast from diffuse lighting contributions is definitely something that cannot be removed as gamma correction is very important to HDR/tonemapping. But I'll try to go the extra mile to figure out some technical solutions to this problem. I'm not promising anything though.
Title: Re: Specularmap thing again.
Post by: Bryan See on February 24, 2017, 10:32:33 pm
Without macrosurface (normals) and microsurface (gloss/shine) details, models are, of course, going to look bad.

I've addressed the issue in the past on several occasions, I should probably just make a copy paste for it at this point. Anyways, for many models that were never designed to have -shine maps (covers all of retail and the UEF fighters), PBR isn't going to look good without people going back and making the textures (Hell, the current UEF fighters still don't have normal maps!). In this case, your ideal solution is not only nigh impossible, it's highly impractical given the nature of the issue.

I ask you to take the time to read my previous posts in this thread and others related to PBR. My knowledge on the matter is, of course, not perfect and in fact evolves based on my observations of other rendering engines, research, and things I encounter in real life (****ing vantablack...). I'm doing my best to develop workflows and guides to fixing assets up for PBR in FSO.
I'm new to this, but how to migrate specularmaps to PBR? I'm using GIMP, rather than Photoshop or any proprietary program.
Title: Re: Specularmap thing again.
Post by: Swifty on February 25, 2017, 11:47:58 pm
After some experiments, it looks like the issue involving models without specular maps is with the Fresnel specular component. Because the engine uses diffuse color as a substitution for specular data if none is available, dark albedo will shine less while brighter albedo shines more.

Problem is, Fresnel lighting doesn't work that way. At grazing angles, light contributions gets brighter.

I mean i could disable Fresnel if no specular map is available. But that will only work for the forward model shader. The deferred lighting shader has no idea if a pixel needs to have a different lighting model or not. So then that means I have to figure out a way to code the g-buffer so we can tell it to use Fresnel or not. That's... going to be difficult figuring out how to do that without ballooning the amount of video memory the g-buffer consumes.
Title: Re: Specularmap thing again.
Post by: Kolgena on February 28, 2017, 01:13:47 pm
It's great that the issue has been found. @Swifty: I presume that this is the same bug plaguing the Orion and Steve-O fighters? And yeah, the asteroid/orion bug is definitely on Windows as well, with the deferred renderer.

Title: Re: Specularmap thing again.
Post by: Swifty on March 01, 2017, 12:43:44 am
I think this should rectify the issues raised in this thread: https://github.com/scp-fs2open/fs2open.github.com/pull/1271
Title: Re: Specularmap thing again.
Post by: Kolgena on March 04, 2017, 05:02:51 pm
Thanks for the fix!

All UEF fighters now look much better. Retail Orion looks as I would expect it to. (It still looks way too shiny, but it doesn't look like it has glitchy mirror lighting anymore)

Well done!