Author Topic: An oddity..previously working textures now fubar???  (Read 6695 times)

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Offline TrashMan

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Re: An oddity..previously working textures now fubar???
$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
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Offline karajorma

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Re: An oddity..previously working textures now fubar???
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.
« Last Edit: July 08, 2007, 12:02:21 pm by karajorma »
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Offline Wanderer

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Re: An oddity..previously working textures now fubar???
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.
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Offline TrashMan

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Re: An oddity..previously working textures now fubar???
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





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Offline TrashMan

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Re: An oddity..previously working textures now fubar???
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!
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Offline karajorma

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Re: An oddity..previously working textures now fubar???
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.
« Last Edit: July 08, 2007, 05:03:03 pm by karajorma »
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Offline Wanderer

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Re: An oddity..previously working textures now fubar???
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.
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Offline Bobboau

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Re: An oddity..previously working textures now fubar???
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.
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Offline TrashMan

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Re: An oddity..previously working textures now fubar???
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...
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Offline Bobboau

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Re: An oddity..previously working textures now fubar???
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.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
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Offline Wanderer

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Re: An oddity..previously working textures now fubar???
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.
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Offline TrashMan

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Re: An oddity..previously working textures now fubar???
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"
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Offline karajorma

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Re: An oddity..previously working textures now fubar???
When did you last try actually removing the flag? And are you actually running 3.6.9?
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Offline Bobboau

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Re: An oddity..previously working textures now fubar???
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.
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline TrashMan

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Re: An oddity..previously working textures now fubar???
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...
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

  

Offline TrashMan

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Re: An oddity..previously working textures now fubar???
*smashes head against the table*

Why...won't...you...work?? :hopping: :hopping: :hopping: :hopping: :hopping: :hopping:
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!