Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: IronBeer on February 16, 2010, 01:18:15 pm
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Ok, this is really a compedium of long-standing questions that have kinda been bothering me for a while. I'll probably add to it as more things pop up, and I would invite anybody with technical-oriented (let's try to keep the support questions out) questions to speak up here as well.
So, with no further ado, here goes:
1. Does a null moment of inertia really mean anything? Ships seem to behave just fine without one even though a debug build will complain about it.
2. Is a download for the Gargant available anywhere? (Yes, I know it's stupidly broken, I'd just like to have it)
3. Speaking of custom models, where could I grab Nukemod? The link listed in the wiki for the relevant ships does not work.
4. While on the topic of model dumps and whatnot, the link provided in the wiki for the 158th model dump no longer functions. Is there an alternate somewhere?
5. Are there step-by-step tutorials for making a simple ship from scratch anywhere? I know there's a tutorial on the wiki, but it's quite incomplete. Committing more detailed information to the existing tutorial would likely make it easier for new modders to break into the field.
6. How could I add a shield mesh to an already-existing ship model?
7. Shield meshes can be bypassed in-game if incoming fire originates from inside the mesh, correct?
8. Most of us know that the limit for ship classes in non-Inferno builds is 130 classes. Is there a similar limit for weapons? If so, what is it?
9. Beam weapons are hard-coded to a maximum range of 30 km. Do other weapon types have a similar limit, and if so, what is it?
10. What is a good modelling tool for somebody who has little experience in 3d modelling? (Read: me)
That's all I can come up with for the moment.
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Ok, this is really a compedium of long-standing questions that have kinda been bothering me for a while. I'll probably add to it as more things pop up, and I would invite anybody with technical-oriented (let's try to keep the support questions out) questions to speak up here as well.
So, with no further ado, here goes:
1. Does a null moment of inertia really mean anything? Ships seem to behave just fine without one even though a debug build will complain about it.
Even if it seems to work fine, it should be fixed.
3. Speaking of custom models, where could I grab Nukemod? The link listed in the wiki for the relevant ships does not work.
http://www.game-warden.com/forum/forumdisplay.php?f=43
there are two downloadlinks, only one of them works ( unless Nuke changed something ) since i DLed Nukemod ~6 weeks ago.
4. While on the topic of model dumps and whatnot, the link provided in the wiki for the 158th model dump no longer functions. Is there an alternate somewhere?
iirc, it's no longer available since the mod is up and running again.
5. Are there step-by-step tutorials for making a simple ship from scratch anywhere? I know there's a tutorial on the wiki, but it's quite incomplete. Committing more detailed information to the existing tutorial would likely make it easier for new modders to break into the field.
Depends for what modeling application
check this thread, is for 3DSMax, but most of it should apply for Blender as well.
DL the pdf, it covers most important things about modelling and exporting
http://www.hard-light.net/forums/index.php/topic,64929
This ones a bit older and for Truespace 3.2, but should work for TS7 as well, a good tutorial for beginners.
http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/
Also check this site, it anwers a lot of questions about Modding FSO and has usefull links:
http://homepage.ntlworld.com/karajorma/FAQ/intro.html
6. How could I add a shield mesh to an already-existing ship model?
Export the ship as .dae import it in either Blender or 3DSMax, add the shield mesh there ( import a fighter which already has one as referrence ), create the shieldmesh and export as dae again, load in PCS2 and edit the mesh. You'll need to create ani files for the HUD or use existing ones from a other ship ( not recommended ).
7. Shield meshes can be bypassed in-game if incoming fire originates from inside the mesh, correct?
wait, are you talking about Capships? Do NOT make shieldmeshes for Capships!!!!
8. Most of us know that the limit for ship classes in non-Inferno builds is 130 classes. Is there a similar limit for weapons? If so, what is it?
http://www.hard-light.net/wiki/index.php/Engine_Limitations
9. Beam weapons are hard-coded to a maximum range of 30 km. Do other weapon types have a similar limit, and if so, what is it?
Not sure about that one
10. What is a good modelling tool for somebody who has little experience in 3d modelling? (Read: me)
That's all I can come up with for the moment.
Blender is recommended unless you can spend around 3500 bucks for 3DSMax :P
Truespace 7 is also a valid option, but my suggestion is to avoid it like the plague and use Blender instead. ( awaiting a flame storm for
this comment from TS7 users...) :P
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7. Shield meshes can be bypassed in-game if incoming fire originates from inside the mesh, correct?
wait, are you talking about Capships? Do NOT make shieldmeshes for Capships!!!!
Mmmkay. Well, why not?
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Do whatever you want!!! It's his personal opinion!!!! :P
That said, yes, I do believe shield meshes are bypassed if fire comes from inside the mesh itself.
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The shieldmesh has to have an rather high polycount to look halfway good, and even if it looks strange.
It also has to stay within the boundingbox of the ship, it leads to undesired results if not.
To do that the shieldmesh has to be VERY close to the ship, which will look fugly ingame, and might still cause some holes in the shield.
You don't win anything with a Capship shieldmesh, use the surfaceshields flag for capships instead.
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Does surface shields actually give a visual effect now?
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6. How could I add a shield mesh to an already-existing ship model?
Export the ship as .dae import it in either Blender or 3DSMax, add the shield mesh there ( import a fighter which already has one as referrence ), create the shieldmesh and export as dae again, load in PCS2 and edit the mesh. You'll need to create ani files for the HUD or use existing ones from a other ship ( not recommended ).
You don't need to reconvert the ship. Once you have a shield mesh that you are sure fits around the ship, just open the POF in pcs2, go to the shield section, click import, and select a file for the shield mesh to be loaded from (the object must be named shield).
9. Beam weapons are hard-coded to a maximum range of 30 km. Do other weapon types have a similar limit, and if so, what is it?
No such limit exists for other weapons. Beams only have a limit because unlike other weapons, they don't have a fixed location. And it can be changed in the tables, even for beams.
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Does surface shields actually give a visual effect now?
No idea, but iirc Vidmaster said in a TBP thread about exactly this matter, that the WC guys got it to work now.
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Hokay, gonna add another question to the list before following up on some earlier answers.
11. Where did the Blue Planet team get their music for Age of Aquarius? I think it's really good (in many ways... I won't elaborate here), and knowing where they got it would provide an obvious place to start looking.
Ok, regarding Nukemod- I tried every link I could find at gamewarden, and no luck.
Now, for the 158th, at this time, I'm primarily interested in a few models from that project. Is there any way I could get a hold of them? Would the 158th team mind?
Regarding shields, I am intending to experiment with capital ship shields. I'll defer to forum wisdom regarding a big shield mesh, even though I think flying "under the shields" would be a cool gameplay mechanic.
Snail, would you mind pointing me towards that thread about surface shield visual effects?
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Nukemod is up on FSMods: http://www.freespacemods.net/download.php?view.186
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Nukemod is up on FSMods: http://www.freespacemods.net/download.php?view.186
Thanks a bunch! Now if only there were some answers about the fabled Gargant...
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Lol at the misinforming about capship shields
Shieldmeshes work and look just fine. I've been using them for my own mod a long time now. And yes, if you fly inside a shield and hit the hull, you bypass the shields and do direct damage to the hull. The surface shield flag prevents this.
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Thanks a bunch! Now if only there were some answers about the fabled Gargant...
Only 2 people in the world have it on their HD: SadisticSid and Woomeister.
Also, it's not that great. Woomeister himself has said so.
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11. Where did the Blue Planet team get their music for Age of Aquarius? I think it's really good (in many ways... I won't elaborate here), and knowing where they got it would provide an obvious place to start looking.
The BP team (Well, Darius, at the time) took and takes music from a variety of sources. Check the credits in the readme (Or in the credits screen for the upcoming rerelease) to see the sources.
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Ok, for Question 6, I kinda meant along the lines of, "If there is a .pof file that I want to mess with the shield mesh, then how can I ...uhm, un-convert it into a form that a modelling program could use?"
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Use PCS2 to convert the model to dae or cob.
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Use PCS2 to convert the model to dae or cob.
D'oh. Didn't see the "Save as" option. Then, once in .cob, the model can be further converted into whatever is needed, right?
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Yeah, though you're best off with something that can import COB or DAE.
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Nukemod is up on FSMods: http://www.freespacemods.net/download.php?view.186
Thanks a bunch! Now if only there were some answers about the fabled Gargant...
i cant seem to get into my game-warden ftp. the offitial release was supposed to be the one in the nukemod-cos forum, but this seems to be that version. mind you it hasnt been debugged against 3.6.10 so there might be issues. im to lazy to do such things at the moment.
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Bah surface shields....
Real modders use REAL shield meshes. :P
As you can clearly see, the Romulan is protected by the shield and does not affect it's outgoing fire. Unfortunately the cap phaser explosion is too large for the effect to be seen. reference the following photo for mesh visual of that ship against the fighter phaser.
(http://i22.photobucket.com/albums/b321/Star-Dragon/rfhk1.jpg)
What it looks like when the shield is hit:
(http://i22.photobucket.com/albums/b321/Star-Dragon/FighterPhaser.jpg)
I was flying on an attack angle shooting several beam rapid fire on different faces so I managed to get 3-4 hits recorded on the screenshot. They fade quickly.
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I... kind-of... tend to assume the inertia thing has something to do with the way some types of fighters are knocked around by shots. But I really do not know.
There was once I mucked around with a Dragon, and a single Harpoon hit or moderate gunfire was enough to knock me around (like as if a guy got slapped in some melodramatic TV drama and the face goes sideways, only repeatedly back and forth), but the same hit while in a Loki or a Hercules I, at least the latter two could "shrug off" the hit somewhat.
Does it have anything to do with inertia or am I just totally mistaken and could use a quick clarification or two? :doubt:
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You are right about that asyikarea51
The inertia that you can change in PCS2 affects knockback on weapon fire.
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its a physics thing, its analogous to mass, accept that it concerns the mass's distance from center. its used when applying torque, but freespace really doesnt care about it unless you get beamwhacked. its useful for implementing angular newtonian physics.
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Oh cool. Thanks on that.
I just found it odd that there weren't a lot of settings related to mass in the tables, yet certain fighters behaved very differently despite being hit from the same kind of attack. And then there's the word "inertia"... the assumption kinda hit me eventually.
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Hey, almost forgot about this thread. Got a couple new questions to ask now.
12. Karajoma, I apologize if you're the first person to read this, but is there any way that I can get FRED to show backgrounds as they will actually appear in-game? Example image: http://www.hard-light.net/wiki/index.php/File:FRED_small.jpg
Is there a flag or something I need to add, because whenever I set up backgrounds, it displays the retail images in the editor, but uses the hi-res nebulae in-game.
13. Personas. How does FS2 handle personas? If, say I wanted to merge all the personas from FS1, ST:R and FS2, how would I go about that? And, (kinda the same question, but eh) how could I go about adding my own custom personas to FS2?
If this counts as a necro, I apologize. Just seemed better than starting a new thread.
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It's not a necro, as it is on-topic, and actually brings the topic forward.
Now, questions:
12. Karajoma, I apologize if you're the first person to read this, but is there any way that I can get FRED to show backgrounds as they will actually appear in-game? Example image: http://www.hard-light.net/wiki/index.php/File:FRED_small.jpg
Is there a flag or something I need to add, because whenever I set up backgrounds, it displays the retail images in the editor, but uses the hi-res nebulae in-game.
You need to make a shortcut to FRED, and add -mod mediavps in the target field (Create a shortcut to FRED, right-click on it, select properties, add -mod mediavps to the target field. DO NOT ERASE WHAT WAS IN IT BEFORE, just add to it.).
13. Personas. How does FS2 handle personas? If, say I wanted to merge all the personas from FS1, ST:R and FS2, how would I go about that? And, (kinda the same question, but eh) how could I go about adding my own custom personas to FS2?
New personae are created using Messages.tbl (http://www.hard-light.net/wiki/index.php/Messages.tbl).
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The thing with shield meshes is a.) they have to be low poly (it's not a matter of gpu processing rather that of hit detection) b.) low poly on big ships not that ideal
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It's the topic that comes back, again and again! :p
14. How exactly can one determine the base recharge rate on a ship's shielding system (before any modifications due to Energy Transfer are applied)? I understand that the Shields entry in the ships.tbl is divided evenly among the 4 quadrants, and there is a "Power output" entry as well... Hm...
Would the recharge rate then be (Power Output)/(Energy allocated to Shields) applied evenly to any damaged quadrants? Further, is the "Power output" in Units/second, as in the same Units used for weapon power costs and shield hitpoints?
I remember reading at some point that simple shield hitpoints has an effect on the recharge rate, but I'd really like to know some mathematical specifics...
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$Power Output: does nothing
$Shield Regeneration Rate:
FS2 Open 3.6.10:
* Repair rates for shields at percent per second
* Syntax: Float, multiplier of total shield hitpoints recharged each second. (NOT A PERCENTAGE, 0.02 equals 2% recharged per second)
o Default: 0.02
So shields at default recharge at 2% second. No idea how extra energy to shield affects the recharge rate though
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Ok, thanks for the info, but how is shield regen rate determined for ships lacking the $Shield Regeneration Rate entry?
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Ok, thanks for the info, but how is shield regen rate determined for ships lacking the $Shield Regeneration Rate entry?
Default rate, so 2%
$Shield Regeneration Rate is there so you can actually alter the default rate after all ;)
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Back again....
15. Are there any Shivan super-capital ships (Juggernaut-ish size) floating around anywhere that aren't documented on the Wiki? The wiki, though fairly good regarding user-made ships, is not exactly complete, in my experience. Yes, I can use the search function, I'm just asking if anybody happens to know of some other ships.
16. Not another question about shield mechanics- Given that a shield quadrant will fully absorb a (non-piercing) weapon impact at the simple cost of hitpoints, how exactly does FS2 determine when incoming fire gets to penetrate that quadrant?
Suppose a quadrant is at 25 points, and an incoming shot would cause 50 points of damage (let's ignore any factors for shields/armor/or subsystems)- I would presume the first 25 points gets blocked by the shields, then the next 25 would be applied to armor, before factors. That sounds right to me, but is that actually correct?
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15. Are there any Shivan super-capital ships (Juggernaut-ish size) floating around anywhere that aren't documented on the Wiki? The wiki, though fairly good regarding user-made ships, is not exactly complete, in my experience. Yes, I can use the search function, I'm just asking if anybody happens to know of some other ships.
Not that I know of. Several mods have some locked up though.
Oh, there's a mesh of a stretched Sathanas in INF outtakes but that's...frankly, terrible.
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17. Did you know that making the player invulnerable will allow him to survive a supernova?
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Did you know that the supernova sexps are not really useful outside the retail campaign?
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Unless, of course, there's a star going supernova somewhere nearby.
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Did you know that the supernova sexps are not really useful outside the retail campaign?
Yeah. Noticed that. Just gives me a reason to "idiot-proof" any mission scripting that may feature a supernova for whatever reason.
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Actually, I was wrong about it not being really usable outside of the retail campaign.
However, I find it strange that you could survive it; It's supposed to either kill the active campaign via end-campaign or pop up the "You're dead" screen.
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That or....(JAD3's) psychopathic FRED2 decides to be generous if not benevolent for a change and save you...and allow you to continue on your merry way through madness
EDIT: And since this is an appropriate thread for it...what program is it for UV mapping? I know I had it on the other computer prior to this one but that one went on the fritz long ago and so I never transferred it. I'm going to try my hand again at building a modeling again...for days now have had ideas milling around upstairs...but will have have to start minor at first and I'll be using stock FSO media textures to start...but I'd like to try and get as many of the tools as I'll need ... gathered up again. (I'm sure I have most of what's needed but never know.)
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That or....(JAD3's) psychopathic FRED2 decides to be generous if not benevolent for a change and save you...and allow you to continue on your merry way through madness
I think it was the first DEM...
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That or....(JAD3's) psychopathic FRED2 decides to be generous if not benevolent for a change and save you...and allow you to continue on your merry way through madness
EDIT: And since this is an appropriate thread for it...what program is it for UV mapping? I know I had it on the other computer prior to this one but that one went on the fritz long ago and so I never transferred it. I'm going to try my hand again at building a modeling again...for days now have had ideas milling around upstairs...but will have have to start minor at first and I'll be using stock FSO media textures to start...but I'd like to try and get as many of the tools as I'll need ... gathered up again. (I'm sure I have most of what's needed but never know.)
What modelling app do you use?
All 3D apps should be able to do UVing without the need for an external tool, even Wings 3D has it.
Lithunwrap is a free UV tool i used, back in the glory old days, when i started with modeling and thought Truespace 3.2 is awesome.
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ATM I'm still mastering TS 3.2...fidgeting with FS mod possibilities on and off again has meant I've not touched any mod tools for long expanses at a time so I'm Slogging along. It is sometimes annoying though when 32 doesn't properly weld vertexes from 2 shapes with matching point coordinates of adjoining faces the way I want them though.
I have TS 7.6 but first appearances to my un-veteran eyes has it looking even more complex...so for now it sits in my mod tools folder.
Also have Blender 2.49b but that thing looks....odd...as if I have to make models by using 1-2D pane at a time (must be a REALLY old version) so it does the same as TS76
Come to think of it...I think it WAS Lithunwrap that I had before.
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18. Ok, this is regarding in-mission messages and the .ani that can pop up with said message.
What are the conditions that determine how long that animation says on-screen?
I thought it was supposed to stay up until the active message sound finished playing, but for a couple custom .anis that I've been using, this has not been happening.
Perhaps the message .anis might misbehave when the message audio is in .ogg format? A little help, please?
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AFAIK, it always displays as long as the message sound is playing. It takes a default if there's no message sound specified (or it just plays entirely once, idk exactly).
If you have just a short sound to indicate the message, you'll have to append a few seconds of silence for it to work properly.
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.ani's just play once. If a .ani is 60 frames long and plays at 30 fps, it will be on screen for 2 seconds.
As FreeSpaceFreak already pointed out, it will only play for as long as the sound is. So if the sound effect is only 1 sec long, the 2 seconds long .ani will only be displayed for 1 sec. If the sound effect is 5 seconds long however, the .ani will still only play once (so two seconds in this case)
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Man, took me a bit to find this one. Again, I'm trying to keep all my noobishness contained in one thread.
19. Sounds. Say I want to create some new weapon sound effects. Does anybody know how to do this from scratch, or does anybody happen to know of a decent repository of free weapon sound effects?
20. Swapping backgrounds in-mission. I know FRED has SEXPs for switching the "nebula" status of a mission on the fly (you know, whether or not the obscuring clouds show up or not), in addition to the ambient light settings. Also I know that you can specify two different backgrounds for a mission with the background editor- why is there the ability to do this when there doesn't seem to be an SEXP to switch these backgrounds around? Also, is it possible to specify more than two pre-defined backgrounds?
[Edit]
21. Ok, got a real technical support question this time. I've got a command briefing with a .ogg voice file associated with it via FRED, but the voice won't play back when the briefing is on-screen. The .ogg is fine, I've tried it in other places, and I can play back .oggs in other campaigns, just not here. What's going on?
...Not sure a debug log would help here, but I can provide one if needed.
22. Is it just me, or does the "skipmemymissionyo" cheat corrupt pilot files beyond repair?
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21. Yes, fs2_open.log would be handy
22. Could be. You're cheating, after all. Game's not designed for that.
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21. Yes, fs2_open.log would be handy
Hope you can make sense of this.
==========================================================================
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: 3.6.12
Passed cmdline options:
-spec_exp 15
-ogl_spec 20
-spec_static 1.5
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 35
-env
-mipmap
-missile_lighting
-glow
-noscalevid
-spec
-normal
-3dshockwave
-cache_bitmaps
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod Ridiculous,mediavps
Building file index...
Found root pack 'C:\Games\Freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\Freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\Freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\Freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\Freespace 2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Games\Freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\Warble_FS1OGG.vp' with a checksum of 0xa497e867
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Ridiculous\' ... 322 files
Searching root 'C:\Games\Freespace 2\mediavps\' ... 12 files
Searching root pack 'C:\Games\Freespace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\Freespace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\Freespace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\Freespace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\Freespace 2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Games\Freespace 2\' ... 605 files
Searching root pack 'C:\Games\Freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Warble_FS1OGG.vp' ... 112 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 22 roots and 14375 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
soundcard = DirectSound
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1440x900 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 : NVIDIA Corporation
OpenGL Renderer : GeForce 8600 GT/PCI/SSE2
OpenGL Version : 3.2.0
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".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using 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".
Using extension "GL_ARB_point_sprite".
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_NV_vertex_program3".
Found special extension function "wglSwapIntervalEXT".
Initializing Shaders Manager...
Loading and compiling main shaders...
Compiling main shader -> main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
Compiling main shader -> main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
Compiling main shader -> main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
Compiling main shader -> main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.
Max texture units: 4 (32)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.50 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'velindc-sct.tbm' ...
TBM => Starting parse of 'flak-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
TBM => Starting parse of 'beams-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 88 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'beams-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_density-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1112
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)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
SHOCKWAVE => Default model load: SUCCEEDED!!
MISSION LOAD: 'R_3.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 253
Ending mission message count : 281
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0xa3a2dd45, IBX checksum: 0xe4c7c0a5 -- "cruiser2V-01.pof"
Allocating space for at least 21 new ship subsystems ... a total of 200 is now available (21 in-use).
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0x1abf64bc -- "freighter04.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0x45a2f668, IBX checksum: 0x8dc599b9 -- "fighter2v-02.pof"
Loading model 'bomber06.pof'
IBX: Found a good IBX/TSB to read for 'bomber06.pof'.
IBX-DEBUG => POF checksum: 0xbcfa62e1, IBX checksum: 0x6a3fa596 -- "bomber06.pof"
Loading model 'fighter07.pof'
IBX: Found a good IBX/TSB to read for 'fighter07.pof'.
IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0x426549aa -- "fighter07.pof"
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'ast03.pof'
IBX: Found a good IBX/TSB to read for 'ast03.pof'.
IBX-DEBUG => POF checksum: 0xb6dfc8cb, IBX checksum: 0xe563d537 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX/TSB to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0xa423ee95, IBX checksum: 0x2451b341 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX/TSB to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x3caacd7a, IBX checksum: 0x531f0102 -- "ast01.pof"
Loading model 'astb03.pof'
IBX: Found a good IBX/TSB to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x5f11b621, IBX checksum: 0xc7fc5815 -- "astb03.pof"
Loading model 'astb02.pof'
IBX: Found a good IBX/TSB to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xedb70527, IBX checksum: 0xeaac8b8f -- "astb02.pof"
Loading model 'astb01.pof'
IBX: Found a good IBX/TSB to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0x456e2605, IBX checksum: 0x719fe041 -- "astb01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
About to page in ships!
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shield-f07 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
ANI shieldfv-02 with size 112x93 (27.3% wasted)
ANI shield-b06 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shield-f07.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shieldfv-02.ani with size 112x93 (27.3% wasted)
ANI shield-b06.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1603/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 481, Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
AUDIOSTR => ErrorExit for ::Create() on wave file: cm3-1
Failed to load "cm3-1.ogg"
AUDIOSTR => ErrorExit for ::Create() on wave file: cm3-2
Failed to load "cm3-2.ogg"
AUDIOSTR => ErrorExit for ::Create() on wave file: cm3-3
Failed to load "cm3-3.ogg"
AUDIOSTR => ErrorExit for ::Create() on wave file: cm3-4
Failed to load "cm3-4.ogg"
ANI cb_train-01_d.ani with size 440x200 (21.9% wasted)
Frame 0 too long!!: frametime = 27.096 (27.096)
ANI cb_sm2-10_d.ani with size 440x200 (21.9% wasted)
ANI CB_default.ani with size 440x200 (21.9% wasted)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0x13fad0b4, IBX checksum: 0x793319e8 -- "fighter13.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
ANI iconv-cruiserW with size 144x90 (29.7% wasted)
ANI Fadeiconv-cruiserW with size 144x90 (29.7% wasted)
ANI Fadeiconv-cruiserW.ani with size 144x90 (29.7% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI iconasteroid with size 117x99 (22.7% wasted)
ANI FadeiconAsteroid with size 117x99 (22.7% wasted)
ANI FadeiconAsteroid.ani with size 117x99 (22.7% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame 0 too long!!: frametime = 3.204 (3.204)
ANI iconv-cruiserW.ani with size 144x90 (29.7% wasted)
ANI iconasteroid.ani with size 117x99 (22.7% wasted)
Loading model 'cruiser02.pof'
IBX: Found a good IBX/TSB to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xee515f57, IBX checksum: 0xf76f3046 -- "cruiser02.pof"
Frame 0 too long!!: frametime = 0.784 (0.784)
ANI icont-fightW.ani with size 51x54 (15.6% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 109.011
message 'found em' with invalid head. Fix by assigning persona to the message.
ANI Head-TP1a.ani with size 160x120 (6.3% wasted)
message 'how you doin' with invalid head. Fix by assigning persona to the message.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Mon Jun 21 15:05:18 2010
Ok. I just happened to take a peek at this, and it says that the .ogg files I associated with the Command Briefing all failed to load. Huh? Any idea what might be causing that?
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Hmm, the only thing I can think of is that all videos should be in \data\movies ; Your OGGs should be in <yourmod>\data\voice\command_briefings ; if they are in there and still fail to load, there's probably something funny with the files.
Man, took me a bit to find this one. Again, I'm trying to keep all my noobishness contained in one thread.
19. Sounds. Say I want to create some new weapon sound effects. Does anybody know how to do this from scratch, or does anybody happen to know of a decent repository of free weapon sound effects?
http://www.lmgtfy.com/?q=make+laser+sound :P
20. Swapping backgrounds in-mission. I know FRED has SEXPs for switching the "nebula" status of a mission on the fly (you know, whether or not the obscuring clouds show up or not), in addition to the ambient light settings. Also I know that you can specify two different backgrounds for a mission with the background editor- why is there the ability to do this when there doesn't seem to be an SEXP to switch these backgrounds around? Also, is it possible to specify more than two pre-defined backgrounds?
This would be handy indeed; the ability to add more than two backgrounds, and a SEXP to switch between them...
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Hmm, the only thing I can think of is that all videos should be in \data\movies ; if they are in there and still fail to load, there's probably something funny going on with the oggs.
Wrong. .ogg files are not only movies, they can also be sound files. Read the users' complaint, please.
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Hmm, the only thing I can think of is that all videos should be in \data\movies ; Your OGGs should be in <yourmod>\data\voice\command_briefings ; if they are in there and still fail to load, there's probably something funny with the files.
Resolved, I had a typo in the file path. Thanks.
http://www.lmgtfy.com/?q=make+laser+sound :P
Smartass. :P I kinda meant along the lines of what :v: did; like for beam cannons, some of the sounds seem to be doctored jet engine sounds. The only reason I'd request a detailed answer is because (I believe on the wiki, but don't quote me) there is an article stating exactly how :v: produced the Vasudan voice effect, and there might be similar info for how they did some of their sounds.
20. Swapping backgrounds in-mission. I know FRED has SEXPs for switching the "nebula" status of a mission on the fly (you know, whether or not the obscuring clouds show up or not), in addition to the ambient light settings. Also I know that you can specify two different backgrounds for a mission with the background editor- why is there the ability to do this when there doesn't seem to be an SEXP to switch these backgrounds around? Also, is it possible to specify more than two pre-defined backgrounds?
This would be handy indeed; the ability to add more than two backgrounds, and a SEXP to switch between them...
So there's really no word on this, then? Then why enable multiple backgrounds per mission?
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Dunno, but you can swap between mission skyboxes.
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Thread necromancy device active!
23. Is there an established consensus as to how individuals should credit their teams and themselves for a mod? For example, the Source Code Project folks have their real names along with their forum handles in the credits list, while most mod lists only have the forum handles of those who worked on them. Is there a particular rhyme or reason for this?
24. There exists fields for specifying "dinky" and "not armed" explosions for secondary weapons, but is there a way to prevent the spawning of secondary projectiles while the carrier is still considered "not armed"? I want to develop a sort of "multi-stage" torpedo, but if the next stage simply launches when the previous one is destroyed, it kinda complicates interception.
That's all for now, but rest assured there are plenty of modding things out there that I'm clueless about.
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23. Is there an established consensus as to how individuals should credit their teams and themselves for a mod? For example, the Source Code Project folks have their real names along with their forum handles in the credits list, while most mod lists only have the forum handles of those who worked on them. Is there a particular rhyme or reason for this?
No. Use whatever you and your team think is appropriate (and if you look closely at the SCP credits, some people are only credited by their forum handles.
24. There exists fields for specifying "dinky" and "not armed" explosions for secondary weapons, but is there a way to prevent the spawning of secondary projectiles while the carrier is still considered "not armed"? I want to develop a sort of "multi-stage" torpedo, but if the next stage simply launches when the previous one is destroyed, it kinda complicates interception.
If a spawn weapon is destroyed during the "boost" phase, it won't spawn children. Or shouldn't, at any rate.
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Just an idea...if you want bomb interception to be more difficult, ramp up the speed and set them as "corkscrew". It's what I did. Although I hear that there is a rather small limit for the number of corkscrew enabled weapons that can be in the game at once (it's like a hundred or something, if memory serves correct). So don't use it if you're going to have an insane number of bombs flying around at once.
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Just an idea...if you want bomb interception to be more difficult, ramp up the speed and set them as "corkscrew". It's what I did. Although I hear that there is a rather small limit for the number of corkscrew enabled weapons that can be in the game at once (it's like a hundred or something, if memory serves correct). So don't use it if you're going to have an insane number of bombs flying around at once.
Or give them hitpoints. Hitpoints make them tougher.
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25. Is there a way to make a section of beam totally opaque black? I've been trying to hack the effect with really dark colors, but those simply seem to be at least translucent anyways.
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Try using a fully black texture with an alpha channel (DXT5 compression recommended).
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Yeah, use DTX5 with an Alpha Channel.
Be warned its pretty hard to see unless you have a skybox that is dominated by...not space.