Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: IPAndrews on December 21, 2006, 10:14:43 am

Title: <none> textures
Post by: IPAndrews on December 21, 2006, 10:14:43 am
I'm getting lots of these errors with your latest builds. Specifically the one Bobboau linked in the rotating sububjects in skyboxes thread. The error looks like this:

Warning: Couldn't load bitmap <none>
File:i:\fso\fs2_open\code\graphics\generic.cpp
Line: 80
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    ship_page_in_model_textures()    ship_page_in()    level_page_in()    freespace_mission_load_stuff()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

Anyone got any ideas where I start trying to fix this? I really don't know any of our models that have a <none> texture!
Title: Re: <none> textures
Post by: Col. Fishguts on December 21, 2006, 10:41:58 am
I've put <none> in the species_defs.tbl for empty thruster glow entries.

It's used the same way in the mv_effects-sdf.tbl, so I figured it's the correct syntax. Maybe it's not ?
Title: Re: <none> textures
Post by: taylor on December 21, 2006, 10:58:13 am
"<none>" should work properly there, unless you use them for secondary and tertiary thruster names.  Both secondary and tertiary thruster names are considered optional by default, so if you do specify a name then it will try to use it, even if you specify "<none>".

It is a discrepancy in any case though, since the generic graphics loader should check for it as well.  Unfortunately that is where some issue comes into play since we strangely allow only "<none>" in one spot and only "none" in the other. :)  So, I'll fix that to allow both to be ignored in the generic loader and that should take care of the problem.
Title: Re: <none> textures
Post by: IPAndrews on December 21, 2006, 11:26:18 am
<none> -> none in species_def fixed the problem. When you guys decide on which want you want to use then please tell me. Personally I always liked <none>
Title: Re: <none> textures
Post by: taylor on December 21, 2006, 01:34:13 pm
I seem to remember that there was some discussion on which to use officially, but I can't remember what the result of all that was.  It would be simple to support both though, just add an inline function to check for a valid and useable filename, and replace all of the old checks with that.  I'll probably do that tonight.

In the meantime, maybe someone who remembers can chime in with which of the two none types to use.
Title: Re: <none> textures
Post by: Goober5000 on December 21, 2006, 11:54:38 pm
I always thought it was strictly none, with no decoration.  That's the way it's used in other areas (e.g. none.wav).

I agree that <none> should probably be allowed though. :)