Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on July 05, 2007, 10:45:34 am

Title: An oddity..previously working textures now fubar???
Post by: TrashMan on July 05, 2007, 10:45:34 am
I have no idea what's causing this...The shiphull set of textures I'm using for many of my ships is now behaving oddly.

shiphull2.pcx and shiphull2.dds (whiteish) seem to work fine..as well as shiphull4 (light blue)

shiphull3 and shiphull 5 (black and dark blue) are invisibe in the game. in modeview the pcs show up fine.
I checked the pcx files out - all are 512x512, all are 256 color, 8 bit files. All were made out of shiphull.pcx in the first place.

They were working normally before, and I havn't TOUCHED either the models or the textures (aside from adding the dds version).

Now I tried deleting the .ibx from the cash, removing all .pcx and leaving only dds and vice-versa, but nothing seems to work.. :wtf:
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 05, 2007, 11:06:03 am
What happens if you replace shiphull3 with a copy of shiphull2?

That will at least narrow it down to texture file or model/mission.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 07, 2007, 04:05:33 pm
still nothing...strangeness...I haven't TOUCHED the model (Archangel Mk2)
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 07, 2007, 04:10:41 pm
Have you done any texture replacements on the ship? What happens if it's a new mission?
Title: Re: An oddity..previously working textures now fubar???
Post by: Snail on July 07, 2007, 04:12:43 pm
May be a one off... And 'oddity'

Have you tried a reboot?
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 07, 2007, 05:01:54 pm
Well in a "old" mission the ship appears wiht those textures missing.

I havn't tried in a new one..PCS and MView 32 don't seem to have a problem with the textures... FRED also has no problem with textures...

EDIT:
And given that I posted this problem 2 days ago, Yes I have re-started the computer.
Title: Re: An oddity..previously working textures now fubar???
Post by: Snail on July 07, 2007, 05:03:03 pm
Have you tried restarting your computer?
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 07, 2007, 05:23:40 pm
yes..I have tried playing with the various launcher flag - specula,r glowmaps, tga, jpg, everything - nothing seems to have any effect on the texture..
Title: Re: An oddity..previously working textures now fubar???
Post by: Shade on July 07, 2007, 05:34:13 pm
Try clearing out the cache directory (\data\cache).
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 05:01:51 am
Allready removed the aarcy.ibx (or whatever the file is)...Nope...This is getting redicolous...
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 08, 2007, 05:20:56 am
Run the debug build and then look at the log to see if the texture is mentioned.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 05:27:17 am
Well I get a ton uf useless error on startup (ballistic primaries, cna't find half hte weapons like the Keyser..who the hell writes this debugger when it's bugged to hell itself!

hat I DO get in Tech room when I open up Arhchy:

Assert: (header.pixel_depth == 16) || (header.pixel_depth == 24) || (header.pixel_depth == 32)
File: J:\src\cvs\fs2_open_3_6_9.final\code\TgaUtils\TgaUtils.cpp
Line: 558
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    gr_d3d_bm_load()    gr_bm_load()    bm_load()    model_load_texture()    read_model_file()    model_load()    techroom_select_new_entry()    techroom_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------



Assert: be->handle == handle
File: J:\src\cvs\fs2_open_3_6_9.final\code\Bmpman\BmpMan.cpp
Line: 2652
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    model_page_out_texture_info()    model_page_out_textures()    model_unload()    model_free_all()    doexit()    exit()    WinAssert()    targa_read_header()    gr_d3d_bm_load()    gr_bm_load()    bm_load()    model_load_texture()    read_model_file()    model_load()    techroom_select_new_entry()------------------------------------------------------------------

Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 08, 2007, 06:28:06 am
Quote
Assert: (header.pixel_depth == 16) || (header.pixel_depth == 24) || (header.pixel_depth == 32)

Well that's interesting. Your image is apparently neither 16, 24 or 32 bit. So the engine is ignoring it. Double check the image.
Title: Re: An oddity..previously working textures now fubar???
Post by: Wanderer on July 08, 2007, 06:50:57 am
Well I get a ton uf useless error on startup (ballistic primaries, cna't find half hte weapons like the Keyser..who the hell writes this debugger when it's bugged to hell itself!

Trashman.. NONE of those errors/warnings are useless. Each and every one of them is triggered by an error or outdated syntax (=modders error) that may cause missions to malfunction (missing weapons etc) or game to CTD. It should be any self-respecting modders responsibility to fix the issues.
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 08, 2007, 08:24:48 am
I've given up telling him that.

If he wants to put out a bug-ridden mod, let him.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 09:21:31 am
Don't you think I havn't read the errors and looked htem up?

It tells me that ship havn't the ballistic capacticy set...which they do.. I tested them in game.

Then it tells me that the "ballistic primaries" flag is no longer needed...but if I remove it then it telsl me the ships arent enabled for primaries.

It tells me it can't find hte weapon named Synaptic or Keyser...and I'm playing mission with those weapons..

things is I don't know if it's an error or how to fix it..
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 08, 2007, 09:27:08 am
Then post the error and the relevant section of the table and we can try to fix it.
Title: Re: An oddity..previously working textures now fubar???
Post by: Wanderer on July 08, 2007, 09:49:15 am
Quote from: TrashMan
It tells me that ship havn't the ballistic capacticy set...which they do.. I tested them in game.
Ballistic capacity defaults to 1 if the proper values have been left out so the game warns the modder of this. Check if the ships in question have properly defined capacities

Title: Re: An oddity..previously working textures now fubar???
Post by: Bobboau on July 08, 2007, 10:34:33 am
even when it finds an error it still tries to find some way to run, so if it ends up on an end user's machine it won't be a complete failure, but it's still not working the way it should.

now the missing weapons, is it making mention of a ship? it's well within posability that there is some extremely minor spelling error in a compatibility or default loadout. I know I've had to stare at a few of those my self. for example, spelling "Kayser" as "Keyser", you'd probly not even notice the second letter is an 'e' when it should be an 'a' even if you stared at it for a few minutes.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 11:31:12 am
Warning: Weapon explosion 'ExpMissileHit2' does not have an LOD0 anim!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1192
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_weapon()    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------





Warning: $Rearm Rate for ballistic primary Vindicator II not specified.  Defaulting to 100...

File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2568
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------


Warning: Bogus string in weapon flags: fire down normals

File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1605
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_weapon()    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------


Warning: Primary bank capacities have not been completely specified for ship class GTF Ares... fix this!!
File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 3351
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_shiptbl()    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------



Warning: Use of 'ballistic primaries' flag for ship 'GTF Ares' - this flag is no longer needed.
File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 3662
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_shiptbl()    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------


Warning: Unable to find WEAPON_LIST_TYPE string "Synaptic"
in ship: @GTB Athena MK2's secondary dogfight banks.

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 2451
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_ship()    parse_shiptbl()    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------


Warning: Pbank capacity specified for non-ballistic-primary-enabled ship GTF Ares.
Resetting capacities to 0.

File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 4822
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 11:37:26 am
$Name:                          GTF Ares
$Short name:               TFight6
$Species:                       Terran
+Type:                          XSTR("Strategic Assault", -1)
+Maneuverability:            XSTR("Poor", -1)
+Armor:                         XSTR("Ultra Heavy", -1)
+Manufacturer:               XSTR("Nankam Aeronautical", -1)
+Description:               XSTR(" ", -1)
$end_multi_text
+Tech Description:
XSTR("The venerable Flying Potato was introduced at the end of the Second Great War together with the Erinyes. At that time only elite squadrons could pilot it due to it's op-eval period. With heavy shielding and armor and excellent firepower, it bosted a high survivabiltiy rate despite handling like a brick. Due to it's superior technology it's still widely used today, serving as the standard heavy fighter.", -1)
$end_multi_text
+Length:                  20 m
+Gun Mounts:               6
+Missile Banks:               2
$POF file:                      bonus2t-02.pof
$Detail distance:            (0, 80, 300, 900)
$ND:                193 185 241
$ND:                173 169 225
$ND:                133 151 204
$Show damage:               YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.35
$Max Velocity:               0.0, 0.0, 50.0                 
$Rotation time:               4.5, 5.0, 4.0
$Rear Velocity:               0.0
$Forward accel:               2.4
$Forward decel:               1.3
$Slide accel:               0.0
$Slide decel:               0.0
$Expl inner rad:            25.0
$Expl outer rad:            75.0
$Expl damage:               25.0
$Expl blast:               1000.0
$Expl Propagates:            NO                                                     
$Shockwave Speed:            0.0                                             
$Allowed PBanks:            ( "Subach HL-7R" "Mekhu HL-7R" "Akheton SDG" "Morning Star" "Prometheus S" "UD-8 Kayser" "Lamprey" "Circe" "Maxim" "Vulcan" "Thunderstorm" )
$Allowed Dogfight PBanks:            ( "Subach HL-7R" )
$Default PBanks:            ( "Thunderstorm" "Thunderstorm"  )
$PBank Capacity:            ( 20, 20 )
$Allowed SBanks:            ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado"  "EMP Adv." "Infyrno" )
$Allowed Dogfight SBanks:            ( )
$Default SBanks:            ( "Harpoon" "Hornet" )
$SBank Capacity:            ( 90, 100 )
$Shields:                       650
$Shield Color:               100 100 255
$Power Output:               5.0
$Max Oclk Speed:            62.0
$Max Weapon Eng:            180.0
$Hitpoints:                     425
$Flags:                         ( "player_ship" "default_player_ship" "fighter" "ballistic primaries" )


;------------------------------------------------
; Vindicator II
;
$Name:                                  Vindicator II
+Title:                                 XSTR("GTW GL-6 Vindicator II", 3298)
+Description:
XSTR(
"Special Issue
Balistic ammo dependant
Extreem rate of fire", 3299)
$end_multi_text
+Tech Title:               XSTR("GTW GL-6 Vindicator II", 3300)
+Tech Anim:                  TECH_GL-5_V
+Tech Description:
XSTR(
"The special Vindicator gattling laser, while an incredibly powerfull weapon, had an unsatiated energy drain which limited it's deployment. For that reason, a new version of the weapon was developed. The GTW GL-6 Vindicator 2 is a mass driver, fireing magneticly accelerated superheated projectiles. Overall, it deals somewhat higer damage against armor, and especially subsystems, but is less effective agasint shields. It's energy drain is far smaller than that of it's predecessor, but it is limited by available ammo.", 3301)
$end_multi_text
$Model File:                           none
@Laser Bitmap:                           Maxim_Bitmap
@Laser Glow:                           2_laserglow03
@Laser Color:                           250, 250, 120
@Laser Color2:                           230, 250, 220
@Laser Length:                           8.0
@Laser Head Radius:                     0.3
@Laser Tail Radius:                     0.3
$Mass:                                 0.3
$Velocity:                             1200.0                                    
$Fire Wait:                            0.05                                    
$Damage:                               13
$Armor Factor:                     1.1
$Shield Factor:                     0.8
$Subsystem Factor:                  1.0
$Lifetime:                                0.6
$Energy Consumed:               0.3                                    
$Cargo Size:                        0.01
$Homing:                               NO
$LaunchSnd:                            82                                   
$ImpactSnd:                            85
$Flags:                                ( "player allowed" "shudder" "ballistic" )
$Icon:                                 IconGun06
$Anim:                                 V-TECH2
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius:               0.5
$FOF: 1.2
$Shots: 1
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 08, 2007, 11:54:41 am
Well for a start you've been told categorically to remove the Ballistic primaries tag so why is it still there?

And without your Thunderstorm entry I'm a little in the dark but if it's not a ballistic weapon then you haven't actually given the ship any.
Title: Re: An oddity..previously working textures now fubar???
Post by: Wanderer on July 08, 2007, 12:58:49 pm
Quote from: TrashMan
Warning: Weapon explosion 'ExpMissileHit2' does not have an LOD0 anim!
Do you have valid ExpMissileHit2 animation somewhere?

Quote from: TrashMan
Warning: $Rearm Rate for ballistic primary Vindicator II not specified.  Defaulting to 100...
Self explanatory... You haven't defined rearm rate for ballistic weapon.

Quote from: TrashMan
Warning: Bogus string in weapon flags: fire down normals
Did you remember " markers? Or did you place subsystem flag into a weapons flag entry?

Quote from: TrashMan
Warning: Primary bank capacities have not been completely specified for ship class GTF Ares... fix this!!
Hmm.. this one is interesting.. got to take a better look at this.. on the first look it looks like you wouldn't have defined capacities for every weapon on the Ares but it doesn't seem to be so..

Quote from: TrashMan
Warning: Use of 'ballistic primaries' flag for ship 'GTF Ares' - this flag is no longer needed.
Self explanatory... Just a notification that you are using a flag that is no longer needed.

Quote from: TrashMan
Warning: Unable to find WEAPON_LIST_TYPE string "Synaptic" in ship: @GTB Athena MK2's secondary dogfight banks.
Check the dogfight banks for excess weapons or weapons that you have since removed from weapons.tbl

Quote from: TrashMan
Warning: Pbank capacity specified for non-ballistic-primary-enabled ship GTF Ares. Resetting capacities to 0.
Simple warning that the ship in question has no ballistic weapons assigned to it. So game resets the capacities to 0. Give it ballistics or remove the capacity entry.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 03:38:14 pm
Well for a start you've been told categorically to remove the Ballistic primaries tag so why is it still there?

And without your Thunderstorm entry I'm a little in the dark but if it's not a ballistic weapon then you haven't actually given the ship any.

If I remove it ballistic weapons don't work.. And debug sez ballistic weapons are not set on the ship.. Is there a new flag I'm not aware of?



Quote
Self explanatory... You haven't defined rearm rate for ballistic weapon.

Actually I removed it becoause  I got another debug error if the line WAS there...like "Expecting #End found #Rearm Rate...blah blah"

Quote
Did you remember " markers? Or did you place subsystem flag into a weapons flag entry?
This goes into POF data? Or in the table under a specific turret? I'm confused...


Quote
Simple warning that the ship in question has no ballistic weapons assigned to it. So game resets the capacities to 0. Give it ballistics or remove the capacity entry.

The ship has the "ballistic weapons" flag... I havn't assigned a ballistic weapon to i's loadout yet, but that's not an error





Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 03:41:53 pm
Quote
Assert: (header.pixel_depth == 16) || (header.pixel_depth == 24) || (header.pixel_depth == 32)

Well that's interesting. Your image is apparently neither 16, 24 or 32 bit. So the engine is ignoring it. Double check the image.

Impossible...if this is the case (and I havn't messed with the textures) why did it work before? And I checked them in both Photoshop and ifranview - 256 colors, 8 bit!
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 08, 2007, 04:47:18 pm
And since when did 8-bit = 16, 24 or 32 bit?

If I remove it ballistic weapons don't work.. And debug sez ballistic weapons are not set on the ship.. Is there a new flag I'm not aware of?

Code: [Select]
else if ( !stricmp( NOX("ballistic primaries"), ship_strings[i]))
Warning(LOCATION, "Use of 'ballistic primaries' flag for ship '%s' - this flag is no longer needed.", sip->name);

Given that this is the only place in Ship.cpp where the ballistic primaries flag is parsed I find that very hard to believe. Especially considering the fact that I know full well that BtRL runs perfectly well without that flag.
Title: Re: An oddity..previously working textures now fubar???
Post by: Wanderer on July 08, 2007, 05:03:35 pm
Did you place the rearm rate line into the proper place in the table? If it is in a wrong place where parser doesn't expect it then it will cause the error you received.

Subsystem flags are in subsystem section in ships.tbl.
Title: Re: An oddity..previously working textures now fubar???
Post by: Bobboau on July 08, 2007, 05:50:44 pm
Quote
Assert: (header.pixel_depth == 16) || (header.pixel_depth == 24) || (header.pixel_depth == 32)

Well that's interesting. Your image is apparently neither 16, 24 or 32 bit. So the engine is ignoring it. Double check the image.

Impossible...if this is the case (and I havn't messed with the textures) why did it work before? And I checked them in both Photoshop and ifranview - 256 colors, 8 bit!

look to see if a tga version exsists, anyware, and is valid.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 08, 2007, 07:21:02 pm
1. All my PCX files are 8 bit...the ones that work and the ones that don't...

2. There is no .tga

3. I didn't paste the repeating error dump,s hte ballstic thing appears on every ballistic enabled ship.

4. Can I get an example of how a subsystem flag section looks like? proper format and all...
Title: Re: An oddity..previously working textures now fubar???
Post by: Bobboau on July 08, 2007, 11:31:31 pm
it seems like it's trying to load something that's not an image, have you done a file search of your freespace directory for the filename minus the .pcx of course.

I guess remove all copys of the texture from the FS directory, and bring only the one you know should be working back in. by all versions I mean all files that have that name regaurdless of extension.
Title: Re: An oddity..previously working textures now fubar???
Post by: Wanderer on July 09, 2007, 02:14:33 am
The point kara was trying to get through was that there is no longer need to enable ballistic primaries via flags. Game handles that if it detects ballistic primaries in 'allowed primaries' lists.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 09, 2007, 04:34:23 am
But why does it bother me wiht errors if hte flag isn't there them? Should that be removed from the debug?

And the pcx is there...all of them..I just don't understan why it's acting up...Hm..I'm gonan try a few "experiments"
Title: Re: An oddity..previously working textures now fubar???
Post by: karajorma on July 09, 2007, 05:12:38 am
When did you last try actually removing the flag? And are you actually running 3.6.9?
Title: Re: An oddity..previously working textures now fubar???
Post by: Bobboau on July 09, 2007, 05:20:42 am
I don't doubt the PCX is there and valid, but PCX is sort of low on the file loading priority, I've had this sort of problem myself and it's usually an errant image file, a lot of times it's caused by me overwriting my development testing texture (tga) with the psp file accidentally given a tga extension.
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 09, 2007, 05:47:00 am
I got .dds and .pcs..that's it.. I don't use either .tga or. jpg

And I tried removin the .dds and leaving only .pcx and vice versa... I'l ltry again tough..can't hurt...
Title: Re: An oddity..previously working textures now fubar???
Post by: TrashMan on July 11, 2007, 10:55:39 am
*smashes head against the table*

Why...won't...you...work?? :hopping: :hopping: :hopping: :hopping: :hopping: :hopping: