Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: starfox on May 25, 2004, 07:12:28 am
-
Hi ! Im using the latest launcher 5.0 and Im having following problem, I have a file called "lightspeed", which of course contains all Lightspeed made art and weapons, now Im trying to
select it as mod in launcher but i get the message that mod dir must not contain spaces. Am I doing something wrong, or is this some bug-thingy. Please tell me, if you will need more info.
By the way, now that I remember it, I cant get those animated glowmaps to work, I understand that I have to delete all similar named files, or rename them, so could someone please point me a thread where I can find an answer ?
-
Well, I got that error before, but not that it influenced anything, it might be a space somewhere else in the path, or something. Not sure.
As for animated glows, I forgot, I'm afraid. Check the wiki:
[scp][/scp]
-
Originally posted by starfox
Hi ! Im using the latest launcher 5.0 and Im having following problem, I have a file called "lightspeed", which of course contains all Lightspeed made art and weapons, now Im trying to
select it as mod in launcher but i get the message that mod dir must not contain spaces. Am I doing something wrong, or is this some bug-thingy. Please tell me, if you will need more info.
By the way, now that I remember it, I cant get those animated glowmaps to work, I understand that I have to delete all similar named files, or rename them, so could someone please point me a thread where I can find an answer ?
I) MOD flag selects FOLDERS, not FILES. :)
II) You'll have to delete all other glowmaps for the specific texture:
If the ANI is named fighterglow.ani, you'll have to delete (if present) fighterglow.dds/tga/pcx - this INCLUDES files from VPs (so if you have the glowmaps in your VPs you will have to kick it from your VP too.)
-
Can that get fixed so that it reverts to external folders overriding VP contents?
-
Originally posted by Liberator
Can that get fixed so that it reverts to external folders overriding VP contents?
That's the way it is now but they are used in batches so it's searched like this:
1 - files in FS2 game root directory and data directories
2 - VPs in FS2 game root directory and data directories
unless -mod is used then it looks at moddir (the same way) first before going to the base FS2 directory. So you don't have to remove files from a VP so use a file on the harddrive, just make sure the file is in a visible directory to the game (games/freespace2, games/freespace2/data, games/freespace2/data/effects, etc.).
I think that makes sense but if not then I'll try to explain it better.
-
Originally posted by Liberator
Can that get fixed so that it reverts to external folders overriding VP contents?
Swap it around and you'll find that certain models start using the techroom ani's as textures.
-
Originally posted by karajorma
Swap it around and you'll find that certain models start using the techroom ani's as textures.
That was fixed over a month ago. Now model textures only come out of /data/maps so it never has a chance to get something that's not a model texture.
-
The whole system is reverted though so that PCX will be loaded over ANIs again. Sucks, eh?
That will be just the same as it always was. Youll have to delete all PCX from the maps folder and from the VPs again.
-
:wtf: is all this about PCXs loading before ANIs...Goober said that ANIs were loaded first now, on the mediaVP page.
-
Originally posted by taylor
That was fixed over a month ago. Now model textures only come out of /data/maps so it never has a chance to get something that's not a model texture.
If that has been fixed there is no good reason why we chouldn't go back to having ani files loaded before PCX is there?
-
Goober lied, it's as easy as that. :p
No, seriously - i'm referring to the builds I am using, and speaking from experience. I automatically assume everyone using the new shine/glow maps is also using these builds, as with any other than Bob's env builds they wont work properly at all.
happy now? //lsd
-
Originally posted by karajorma
If that has been fixed there is no good reason why we chouldn't go back to having ani files loaded before PCX is there?
I swapped them back to ANI over PCX earlier this month in CVS. Everything from a CVS checkout after the 9th should have this change. So v3.6 should have this change assuming that the installer is ever finished and released. The 3.6 binaries floating around should be from after the OGL fixes which was on the 11th.
-
Originally posted by Lightspeed
Goober lied, it's as easy as that.
I'd check the 3.6 executable if I were you. I just tried out your pegasus ani glow maps with a .pcx glowmap in the same directory, same name, and the ani showed up in the techroom.
-
kuak
-
I'm not talking about the 3.6 build, i'm talking about the latest builds - big difference.
Try it with any of Bob's newer builds and you'll see.
-
Originally posted by Lightspeed
Try it with any of Bob's newer builds and you'll see.
One of Bob's updates switched it back to PCX first but that was after I had already fixed the loading problem. I guess it was a mistake for that change to go in since it happened a week or two after I made the load fix. He probably has that old code in his tree still which is why his builds would prefer PCX. I don't know that for sure though since I haven't tried one of his builds.
-
Many thanks for answers, I managed to figure out the answer for ANI glows question myself though. Launcher problem still remains....
-
What did you do to get it to work?
-
do you
a) use more than one mod?
b) if so, are there no spaces between any of the separators and a modname on either side of the separator?
-
Thanks a lot ! I got it working now.
-
What did you do get it to work? If you tell us, it'll be easier to help others in the future.