Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: shiv on December 12, 2007, 01:09:12 pm

Title: Problem with normal maps
Post by: shiv on December 12, 2007, 01:09:12 pm
Hi.

I've tried to run normal maps test pack on a serval builds like those: http://www.hard-light.net/forums/index.php/topic,50258.0.html http://www.hard-light.net/forums/index.php/topic,50163.0.html http://www.hard-light.net/forums/index.php/topic,49939.0.html and other ones.

But I can't see that ships like Ulysses, Hatepsut or others are normal mapped.

My configuration is Intel Celeron 1, 73 GHZ, Intel X3100 hraphic card with 350 MB of RAM and I Gigabyte of RAM. I'm running on Windows Vista.
Title: Re: Problem with normal maps
Post by: Herra Tohtori on December 12, 2007, 01:21:23 pm
Hi.

I've tried to run normal maps test pack on a serval builds like those: http://www.hard-light.net/forums/index.php/topic,50258.0.html http://www.hard-light.net/forums/index.php/topic,50163.0.html http://www.hard-light.net/forums/index.php/topic,49939.0.html and other ones.

But I can't see that ships like Ulysses, Hatepsut or others are normal mapped.

My configuration is Intel Celeron 1, 73 GHZ, Intel X3100 hraphic card with 350 MB of RAM and I Gigabyte of RAM. I'm running on Windows Vista.


Run debug build and see if the debug log tells this at the end of OpenGL init:

Code: [Select]
(...)
Using GLSL for model rendering.
... OpenGL init is complete!
(...)


If your GPU can't use GLSL, it can't show the normal maps. If this is the case, your elast best hope is to check your GPU is using the latest drivers. Otherwise, I can just offer condolences and a suggestion to get a dedicated graphics card to replace the IGP on your motherboard.
Title: Re: Problem with normal maps
Post by: shiv on December 12, 2007, 02:11:50 pm
Where's debug log saved?
Title: Re: Problem with normal maps
Post by: Cobra on December 12, 2007, 02:33:05 pm
Uh. Shiv, you're running a laptop with an onboard Intel video card.

And for pete's sake, it's Hatshepsut.
Title: Re: Problem with normal maps
Post by: Herra Tohtori on December 12, 2007, 04:18:11 pm
Debug log is found in ..\Freespace2\data\ -directory, and it's called fs2_open.log.
Title: Re: Problem with normal maps
Post by: shiv on December 12, 2007, 11:48:13 pm
I didn't see there any phrase with "GLSL"
Title: Re: Problem with normal maps
Post by: Kaine on December 13, 2007, 12:14:50 am
I didn't see there any phrase with "GLSL"

chances are your video card doesn't support shader model 3.
Title: Re: Problem with normal maps
Post by: shiv on December 13, 2007, 08:14:28 am
Nope. My graphic card support shader model 3 and when new drivers are released shader model 4.


http://en.wikipedia.org/wiki/Intel_GMA

Check the table with graphic cards specs. It says I have shaders.
Title: Re: Problem with normal maps
Post by: Macfie on December 13, 2007, 08:55:45 am
Even if you don't use GLSL you should get the normal textures just without the shading.
see http://www.hard-light.net/forums/index.php/topic,50258.40.html
Title: Re: Problem with normal maps
Post by: DaBrain on December 13, 2007, 10:15:55 am
Nope. My graphic card support shader model 3 and when new drivers are released shader model 4.


http://en.wikipedia.org/wiki/Intel_GMA

Check the table with graphic cards specs. It says I have shaders.

Well it looks like the drivers do not support OpenGL 2.0 (yet?).
Looks like you're stuck with version 1.5.

That is probably the problem.
But I don't think intel chips have really been tested so far. Every bit of information about this should be useful. Of course something like this belongs into Mantis.

Take a look into the log file and look for ".sdr".
They probably didn't compile correctly.
Title: Re: Problem with normal maps
Post by: shiv on December 13, 2007, 01:10:18 pm
This is all log that I have:

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.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -noscalevid
  -spec
  -normal
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -fps
  -debug_window
Building file index...
Found root pack 'D:\gry\freespace2\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'D:\gry\freespace2\nm_test.vp' with a checksum of 0x85a84b5b
Found root pack 'D:\gry\freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\gry\freespace2\Sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\gry\freespace2\Stu_fs2.vp' with a checksum of 0x988a45ca
Found root pack 'D:\gry\freespace2\Warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\gry\freespace2\' ... 49 files
Searching root pack 'D:\gry\freespace2\mv_textures.vp' ... 1526 files
Searching root pack 'D:\gry\freespace2\nm_test.vp' ... 72 files
Searching root pack 'D:\gry\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\gry\freespace2\Sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\gry\freespace2\Stu_fs2.vp' ... 1618 files
Searching root pack 'D:\gry\freespace2\Warble_fs2.vp' ... 52 files
Found 7 roots and 6501 files.
ERROR: Unknown Language Checksum: -1131728960
Using default language settings...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1280x800 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : Intel
  OpenGL Renderer   : Intel 965/963 Graphics Media Accelerator
  OpenGL Version    : 1.5.0 - Build 7.14.10.1364

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Unable to find extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Unable to find extension "NV_point_sprite".
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI radar1 with size 106x106 (17.2% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 503
MOVIE ERROR: Unable to open movie file 'intro.mve' in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI mainwalk.ani with size 297x297 (42.0% wasted)
ANI mainflyby.ani with size 116x116 (9.4% wasted)
ANI maincrane.ani with size 73x73 (43.0% wasted)
ANI mainexit.ani with size 110x110 (14.1% wasted)
ANI mainbarracks.ani with size 105x105 (18.0% wasted)
ANI mainreadyroom.ani with size 86x86 (32.8% wasted)
ANI mainoptions.ani with size 131x131 (48.8% wasted)
ANI maincampaign.ani with size 124x124 (3.1% wasted)
Frame  0 too long!!: frametime = 0.401 (0.401)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0x7093cbe9 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.282 (0.282)
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0x6ae05668, IBX checksum: 0xeb39699f -- "fighter06.pof"
Frame 725 too long!!: frametime = 0.327 (0.327)
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xd88cd2a1, IBX checksum: 0xfeb9eb87 -- "fighter2t-02.pof"
Frame 1347 too long!!: frametime = 0.370 (0.370)
Loading model 'fighter03.pof'
IBX: Starting a new IBX for 'fighter03.pof'.
Loading model 'fighter07.pof'
IBX: Starting a new IBX for 'fighter07.pof'.
Frame 2538 too long!!: frametime = 0.317 (0.317)
Loading model 'fighter08.pof'
IBX: Found a good IBX to read for 'fighter08.pof'.
IBX-DEBUG => POF checksum: 0x80886b30, IBX checksum: 0xdefbf5dc -- "fighter08.pof"
Frame 2982 too long!!: frametime = 0.273 (0.273)
Loading model 'fighter09.pof'
IBX: Found a good IBX to read for 'fighter09.pof'.
IBX-DEBUG => POF checksum: 0x5cd5d194, IBX checksum: 0xdca72edb -- "fighter09.pof"
Frame 3207 too long!!: frametime = 0.302 (0.302)
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x171eca80, IBX checksum: 0x8d97a885 -- "fighter2v-01.pof"
Frame 3282 too long!!: frametime = 0.312 (0.312)
Loading model 'capital2V-01.pof'
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0x0a92c68b -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Frame 3449 too long!!: frametime = 0.745 (0.745)
Frame 3450 too long!!: frametime = 0.271 (0.271)
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x171eca80, IBX checksum: 0x8d97a885 -- "fighter2v-01.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0x0a92c68b -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Frame 4687 too long!!: frametime = 0.569 (0.569)
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0xbba2a77e, IBX checksum: 0xe3da70fa -- "fighter2v-02.pof"
Frame 5818 too long!!: frametime = 0.318 (0.318)
Loading model 'cruiser2V-01.pof'
IBX: Starting a new IBX for 'cruiser2V-01.pof'.
Frame 6673 too long!!: frametime = 0.464 (0.464)
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0x52c1575a, IBX checksum: 0x9daecf42 -- "corvette2v-01.pof"
Frame 7182 too long!!: frametime = 1.088 (1.088)
Loading model 'cruiser02.pof'
IBX: Starting a new IBX for 'cruiser02.pof'.
Frame 7252 too long!!: frametime = 0.391 (0.391)
Frame 7253 too long!!: frametime = 0.582 (0.582)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
Title: Re: Problem with normal maps
Post by: DaBrain on December 13, 2007, 01:57:05 pm
Code: [Select]
OpenGL Version    : 1.5.0 - Build 7.14.10.1364
[...]
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
[...]


Yepp, here is your problem. Your current driver doesn't have the needed extensions for pixel shaders in OpenGL.
You can just wait for a new driver.


This is what I get:

Code: [Select]
OpenGL Version    : 2.0.7058 WinXP Release
[...]
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
[...]
Title: Re: Problem with normal maps
Post by: shiv on December 13, 2007, 02:12:18 pm
Thanks... That's sad that I can't see nromal amps now ;) I hope new drivers will make me able to see those maps.
Title: Re: Problem with normal maps
Post by: Admiral_Stones on December 13, 2007, 03:18:38 pm
Hi.

I've tried to run normal maps test pack on a serval builds like those: http://www.hard-light.net/forums/index.php/topic,50258.0.html http://www.hard-light.net/forums/index.php/topic,50163.0.html http://www.hard-light.net/forums/index.php/topic,49939.0.html and other ones.

But I can't see that ships like Ulysses, Hatepsut or others are normal mapped.

My configuration is Intel Celeron 1, 73 GHZ, Intel X3100 hraphic card with 350 MB of RAM and I Gigabyte of RAM. I'm running on Windows Vista.

Your actually the first Notebook i've ever seen that has a processor running at 73 GHz.
Title: Re: Problem with normal maps
Post by: Cobra on December 13, 2007, 04:08:28 pm
:lol:

That's supposed to be 3.7 GHz :wtf:
Title: Re: Problem with normal maps
Post by: Herra Tohtori on December 13, 2007, 04:11:05 pm
I'm betting 1.73 GHz, actually, judging from the CPU type... :rolleyes:
Title: Re: Problem with normal maps
Post by: Jeff Vader on December 13, 2007, 04:11:59 pm
I'm betting 1.73 GHz, actually, judging from the CPU type... :rolleyes:
Damn, you beat me to it. 1.73 sounds the most likely choice.
Title: Re: Problem with normal maps
Post by: Flipside on December 13, 2007, 09:10:14 pm
Either that or he has ceramic legs.
Title: Re: Problem with normal maps
Post by: Cobra on December 14, 2007, 01:16:31 am
Wha? :wtf:
Title: Re: Problem with normal maps
Post by: Flipside on December 14, 2007, 01:46:17 am
Well, I dunno about you, but I wouldn't want a laptop running at 73GHz in my lap, they would get a little warm. Though, of course, this is totally ignoring the fact that boot-up would probably drain the battery ;)
Title: Re: Problem with normal maps
Post by: shiv on December 14, 2007, 06:07:13 am
My mistake Celeron 1,73 GHZ :P
Title: Re: Problem with normal maps
Post by: Cobra on December 14, 2007, 11:40:13 am
Oh, I get it. :nervous:
Title: Re: Problem with normal maps
Post by: DaBrain on December 15, 2007, 07:03:10 am
Shiv you should better forget about normal maps. :(

I read a bit about the X3100. Although it's technically advanced, it really lacks power.
It's no match for even the slowest low-end cards from Nvidia and AMD/ATI.

OpenGL 2.0 support will be added in mid 2008 afaik. So you'll be able to take a look at all the graphical FS2_open features by then, but I really doubt you will get playable fps from it.
Title: Re: Problem with normal maps
Post by: shiv on December 15, 2007, 11:20:32 am
Shiv you should better forget about normal maps. :(

I read a bit about the X3100. Although it's technically advanced, it really lacks power.
It's no match for even the slowest low-end cards from Nvidia and AMD/ATI.

OpenGL 2.0 support will be added in mid 2008 afaik. So you'll be able to take a look at all the graphical FS2_open features by then, but I really doubt you will get playable fps from it.

I need normal maps support to check if normal maps by me are working properly in my own mods. I wouldn't play with them to have a  better performeance. But thanks for intrest of my problem. Do you know when those drivers will be released and when they'll contain?
Title: Re: Problem with normal maps
Post by: Koth on December 16, 2007, 11:58:33 pm
Or that the required voltage would probably just melt that laptop AND your laps. Okay, enough of that.
Title: Re: Problem with normal maps
Post by: Darklord42 on December 17, 2007, 11:47:02 am
Im not seeing normal maps either but then that might be a slight problem with the latest mac version idk.  My macbok pro has a GeForce 8600M GT.  That "should" be able to handle opengl 2.0 and all this stuff correct?  I thinkso from what I have read but not sure.
Title: Re: Problem with normal maps
Post by: ARSPR on December 17, 2007, 11:51:29 am
Im not seeing normal maps either but then that might be a slight problem with the latest mac version idk.  My macbok pro has a GeForce 8600M GT.  That "should" be able to handle opengl 2.0 and all this stuff correct?  I thinkso from what I have read but not sure.
I don't know if this applies also to Mac drivers but you should check this thread: SCP troubles (http://www.hard-light.net/forums/index.php/topic,50345.0.html).

In Windows, ForceWare 169.xx series have a lot of troubles with OGL and FS2.
Title: Re: Problem with normal maps
Post by: taylor on December 17, 2007, 02:27:46 pm
There is a strange issue that makes it not work on the Mac at all, whether you have full support for GLSL or not.

The error is known, but the cause for it is a completely mystery.  The shaders just appear to become invalidated for unknown reasons once you are all the way in the game.  I have tried everything that I can think of but nothing appears to work.  I assume that it's something that the Mac drivers do that doesn't happen on other platforms, but I have yet to figure out what it is.

My hardware doesn't support GLSL and that makes it a very difficult, and extremely slow, thing to fix.
Title: Re: Problem with normal maps
Post by: Darklord42 on December 17, 2007, 03:44:11 pm
Dang,  One of these days I'm just going to buy windows XP and solve all my gaming problems.  They say it actually runs faster on mac hardware,  motherboard do you think?  Because everything else is the same I think.

I'd update drivers or something but i think they are embedded in the OS with macs, and I can't find a mac version of forceware anywhere.  Shame really, I mean, You can't switch Anti aliasing or anything like that outside an application.