Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: KappaWing on January 14, 2007, 09:44:13 pm

Title: Two SCP Graphics Issues
Post by: KappaWing on January 14, 2007, 09:44:13 pm
When Using 3.6.9 new years build along with all the media VPs, including effects and adveffects (thanks Turey :) ), I run into two big problems.

1. I lose my backrounds. This can be fixed by either disabling jpg/tga textures or removing adveffects. disabling the textures makes parts of some ships invisible and I want my adveffects... So what else can i do?

2. There is a problem with the "damage fire" effect. This is when you shoot a ship once with primaries and youre supposed to see little white flames stream out of it. Instead, I see black boxes stream out of it. Here is a screenshot:

(http://i2.photobucket.com/albums/y10/KappaWing/untitled.jpg)

Help please! :confused:
Title: Re: Two SCP Graphics Issues
Post by: Mars on January 14, 2007, 09:48:37 pm
Are you using the 710 patches? (These are patches, not full VPs so keep the old as well)

Effects VP (http://fs2source.warpcore.org/mediavp/mp-710_effects.rar)
Adv Effects VP (http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar)
Models VP (http://fs2source.warpcore.org/mediavp/mp-710_models.rar)
Title: Re: Two SCP Graphics Issues
Post by: KappaWing on January 14, 2007, 09:58:48 pm
If i just downloaded the media VPs today, do i need the patches?
Title: Re: Two SCP Graphics Issues
Post by: Mars on January 14, 2007, 10:02:48 pm
Yep
Title: Re: Two SCP Graphics Issues
Post by: Turey on January 14, 2007, 10:54:32 pm
710 patches should be included in the Installer.
Title: Re: Two SCP Graphics Issues
Post by: KappaWing on January 15, 2007, 06:24:35 pm
I had do d/l them seperatley from Mars's link.

The good news is those 2 problems were fixed, the bad news is now the "glow" at the turret of all the shivan beams is nonexistant, leaving a line of beam coming out of the hull.

EDIT: Ive also lost engine glows for some terran capships.
Title: Re: Two SCP Graphics Issues
Post by: Mars on January 15, 2007, 08:32:13 pm
Could we see a screenshot of your mediavps folder?
Title: Re: Two SCP Graphics Issues
Post by: KappaWing on January 15, 2007, 08:58:03 pm
A third issue, I also have a black square behind the purple shot of the Subach HL7.

Heres the screenshot:

(http://i2.photobucket.com/albums/y10/KappaWing/araga.jpg)

Everything above where it cuts off are just mod folders.
Title: Re: Two SCP Graphics Issues
Post by: Turey on January 15, 2007, 09:25:46 pm
 :eek2: :eek:

/me snaps.

MEDIAVPS DON'T GO IN ROOT FOLDER!!!!!!!!!

EDIT : Size removed
Title: Re: Two SCP Graphics Issues
Post by: Hippo on January 15, 2007, 10:09:15 pm
they do when a mod folder needs them to run and you cant afford the disk space to put a set in every single mod folder.


(and yes i know you can use 2 mod folders but thats new fangled)
Title: Re: Two SCP Graphics Issues
Post by: NGTM-1R on January 15, 2007, 10:10:44 pm
:eek2: :eek:

/me snaps.

MEDIAVPS DON'T GO IN ROOT FOLDER!!!!!!!!!

THE HELL YOU SAY.
Title: Re: Two SCP Graphics Issues
Post by: Mars on January 15, 2007, 10:14:01 pm
CAN WE STOP ALL DOING THIS EVERY TIME WE GET ANNOYED!?!?!

IDK... somone who knows what they're doing tell him what's wrong
Title: Re: Two SCP Graphics Issues
Post by: WMCoolmon on January 16, 2007, 02:21:10 am
In the custom flags feature of the launcher, you can use the multiple mod feature for campaigns that require the mediaVPs.

Code: [Select]
-mod mediaVPs,Transcend
Title: Re: Two SCP Graphics Issues
Post by: karajorma on January 16, 2007, 03:36:30 am
they do when a mod folder needs them to run and you cant afford the disk space to put a set in every single mod folder.

(and yes i know you can use 2 mod folders but thats new fangled)

It's over 2 years old. In fact it's only a bit younger than the rest of the mod system.

My attitude with people keeping mods in the main folder despite advice has always simply been that I don't give a stuff about their problems until they put the files where they should have been in the first place.
Title: Re: Two SCP Graphics Issues
Post by: Wobble73 on January 16, 2007, 03:44:03 am
I admit that I've been having the same problems, no engine glows on a few capships and the black boxes around the subach HL7 shots???? and I have my mediavps in a seperate folder and use multimod (Altered Mod.ini's) I have all the media vps including the Adveffects and the 710 patches. Anyone know what's going on here? I was just going to wait for the 3.6.9 mediavps to see if that fixed the problem, but I'm just playing through Transcend for the first time and this is distracting me.
Title: Re: Two SCP Graphics Issues
Post by: Shade on January 16, 2007, 04:02:03 am
Black boxes around Subach shots usually means that, while you have the patches, your base mediaVPs are the 3.6.7 version instead of the newer 3.6.8 Zeta version found here: http://www.hard-light.net/forums/index.php/topic,39905.0.html. If that's the case for you, there's your fix.
Title: Re: Two SCP Graphics Issues
Post by: Wobble73 on January 16, 2007, 04:22:27 am
Black boxes around Subach shots usually means that, while you have the patches, your base mediaVPs are the 3.6.7 version instead of the newer 3.6.8 Zeta version found here: http://www.hard-light.net/forums/index.php/topic,39905.0.html. If that's the case for you, there's your fix.

Hmmm, nope. That's were I picked up the mediavps zpack and the 710patches all together. I've even tried re-installing them all. Any other ideas? (Launcher 5.5a, FS Open 3.6.9 Final, 1.7Ghz chip, 128mb DDR2 Graphics Card, 512mb Ram) ????? :confused:
Title: Re: Two SCP Graphics Issues
Post by: Mars on January 16, 2007, 11:37:22 am
What kind of Graphics card? PCI-e, AGP, PCI, or integrated?
Title: Re: Two SCP Graphics Issues
Post by: Wobble73 on January 16, 2007, 01:58:38 pm
It's an Mobile Intel(R) 915GM/GMS, 910GML Express chipset family. It's an laptop computer, but it's supposed to have 128mb graphics memory. Everything else works fine, I even get only a slight stuttering slowdown with the advanced shockwaves. It's just this slight fault with engine glows on some capital ships and the Subach HL7 shots. :confused:
Title: Re: Two SCP Graphics Issues
Post by: KappaWing on January 16, 2007, 02:36:39 pm
I have an Athlon X2 Dual Core 4200+, A (single) Geforce 7900, and 2 gigs of ram.
Nice to see someone else is having the same problem Wobble  :)
Yeah, the problem persists even when i try the things Wobble mentioned.
And I just started Transcend last night  :p
Particularly annoying because there are so many
Spoiler:
subachs and terran capship engine glows.

Wobble, are you having the same problem with the Shivan beam turret glow not appearing?
Title: Re: Two SCP Graphics Issues
Post by: Wobble73 on January 16, 2007, 02:47:28 pm
 :D <- my jealous face at your rig!   :lol:

I haven't noticed but then maybe again, what you never had you never miss!   :P
Title: Re: Two SCP Graphics Issues
Post by: KappaWing on January 16, 2007, 02:55:25 pm
 :)

Well i dont mean the glow casted on the ship, i mean the actual ball of light that the beam comes from. This was a basic graphics element in vanilla too. i dont know the term for it so perhaps a vanilla screenshot will clarify:

(http://www.exiled-gamers.co.uk/articles/abandonware/screens/FS2.jpg)

I'm talking about the white ball of light just above the Rak's engines that the beam shoots out of, for lack of a better description. I dont see this at all, just a beam shooting out of empty space a few meters from the turret. Again, this problem only happens to me with Shivan beams, but it happens with ALL shivan beams.
Title: Re: Two SCP Graphics Issues
Post by: Wanderer on January 16, 2007, 02:56:36 pm
Are you 100% sure you havent got any 'leftover' mediavps hanging in there... Like old patch sets made for 3.6.7?

Also as a sidenote the filesizes of the mediavp files located at the root (according to the screenie) to not match the file sizes of the 3.6.8 zeta mediavps. 368zeta effects = 91MB while yours is 160MB... so i am having difficulties believing that those would have been 3.6.8 zeta mediavps.
Title: Re: Two SCP Graphics Issues
Post by: Wobble73 on January 16, 2007, 03:14:58 pm
Actually, as I've been online tonight I have downloaded the mv_effects.vp once again from the 3.6.8 zeta thread and I've just tested it now, it hads certainly helped with the Subach problem! I'm going off line now to look for the engine glows and the beam turret glow that Kappawing mentioned. Check back later folks! (If I don't get too involved with the Transcend storyline, cool campaign so far, it's just getting to the creepy bit)   ;)  :yes:
Title: Re: Two SCP Graphics Issues
Post by: KappaWing on January 16, 2007, 03:17:33 pm
I just d/led the Zeta VPs. I'll get back to you guys in about 20 minutes.

EDIT: The Zeta VPs along with the 710 patches did the trick! All 3 of my problems were resolved. I <3 you all!  ;)