Author Topic: Errors with Debris cause CTD  (Read 2761 times)

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Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Errors with Debris cause CTD
Trying to get debris working... get these errors... anyone got an idea what they mean?
Lab viewer or in game, soon as the debris should show up it pops these up and then dies.


Quote
Assert: num == bm_bitmaps[n].handle
File: bmpman.cpp
Line: 3307


Call stack:
------------------------------------------------------------------
    bm_get_tcache_type()    gr_opengl_tcache_set()    opengl_render_pipeline_program()    gr_opengl_render_buffer()    gr_render_buffer()    model_render_buffers()    submodel_render()    labviewer_render_model()    labviewer_do_render()    lab_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------



Quote
Assert: G3_count == 0
File: 3dSetup.cpp
Line: 264


Call stack:
------------------------------------------------------------------
    g3_draw_2d_poly_bitmap()    gr_bitmap()    gr_opengl_flip()    gr_flip()    gr_opengl_cleanup()    gr_close()    doexit()    exit()    WinAssert()    bm_is_compressed()    bm_get_tcache_type()    gr_opengl_tcache_set()    opengl_render_pipeline_program()    gr_opengl_render_buffer()    gr_render_buffer()------------------------------------------------------------------
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: Errors with Debris cause CTD
Post the log file?

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
fs2_open log:


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 13
  -ogl_spec 45
  -spec_static 1.0
  -spec_point 0.6
  -spec_tube 0.8
  -ambient_factor 125
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -targetinfo
  -ship_choice_3d
  -snd_preload
  -mod Fringespace,mediavps
  -fps
  -window
Building file index...
Found root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Games\FreeSpace2\Fringespace\' ... 651 files
Searching root 'C:\Games\Games\FreeSpace2\mediavps\' ... 0 files
Searching root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\Games\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\Games\FreeSpace2\' ... 47 files
Searching root pack 'C:\Games\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 21 roots and 14022 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
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 1024x768 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 GTX 275/PCI/SSE2
  OpenGL Version    : 3.0.0

  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".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  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: 1.30 NVIDIA via Cg compiler
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
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)
Windoze 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' ...
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.
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 'wepicons-wep.tbm' ...
TBM  =>  Starting parse of 'tractor-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 'shpicons-shp.tbm' ...
TBM  =>  Starting parse of 'gate-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 331
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 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_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'archangel.pof'
IBX:  Warning!  Found invalid IBX file: 'archangel.ibx'
IBX: Starting a new IBX for 'archangel.pof'.
IBX: Starting a new TSB for 'archangel.pof'.
Frame  0 too long!!: frametime = 4.898 (4.898)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 1.381 (1.381)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
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 (particlesmoke01.eff) with 88 frames at 30 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"
 256
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 animation...
BMPMAN: Found EFF (shockwave01.eff) with 51 frames at 12 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'FSTwoArchsMap'
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'archangel.pof'
IBX: Found a good IBX/TSB to read for 'archangel.pof'.
IBX-DEBUG => POF checksum: 0xabcb4b66, IBX checksum: 0xdc757994 -- "archangel.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
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 37x37 (42.2% 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)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI Archangel with size 112x93 (27.3% wasted)
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.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 'SunspotMissile.pof'
IBX: Found a good IBX/TSB to read for 'SunspotMissile.pof'.
IBX-DEBUG => POF checksum: 0x35abfb63, IBX checksum: 0x18a2eb31 -- "SunspotMissile.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.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 '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"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% 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 37x37 (42.2% 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 Archangel.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1370/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 354,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI 2_ssfighter01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter01.ani
ANI DEIMSLSR with size 56x24 (25.0% wasted)
ANI XCMBTLSR with size 56x24 (25.0% wasted)
ANI GLINTLSR with size 56x24 (25.0% wasted)
ANI TITBLAST with size 56x24 (25.0% wasted)
ANI PULSRLSR with size 56x24 (25.0% wasted)
ANI MNINGLSR with size 56x24 (25.0% wasted)
ANI INDUSLSR with size 56x24 (25.0% wasted)
ANI CUTLASER with size 56x24 (25.0% wasted)
ANI RAIL_GUN with size 56x24 (25.0% wasted)
ANI IconNewton with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI MSLSWARM with size 56x24 (25.0% wasted)
ANI PLASRCKT with size 56x24 (25.0% wasted)
ANI FISTMISL with size 56x24 (25.0% wasted)
ANI MSLHEAVY with size 56x24 (25.0% wasted)
ANI iconEMPulse with size 56x24 (25.0% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Newton.ani with size 332x304 (40.6% wasted)
ANI 2_Flail2.ani with size 332x304 (40.6% wasted)
ANI 2_tornado.ani with size 332x304 (40.6% wasted)
ANI 2_belial.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI 2_cross.ani with size 332x304 (40.6% wasted)
ANI 2_ecm.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 13.750 (13.750)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  33.746
1790 frames executed in  30.013 seconds,  59.641 frames per second.
ASSERTION: "num == bm_bitmaps[n].handle" at bmpman.cpp:3307
    bm_get_tcache_type()    gr_opengl_tcache_set()    opengl_render_pipeline_program()    gr_opengl_render_buffer()    gr_render_buffer()    model_render_buffers()    submodel_render()    debris_render()    obj_render()    obj_render_all()    game_render_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()Freeing all existing models...
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
So ideas, thoughts?

I know it's debris specific, because the ship will work fine up until it blows up.
No errors on load either.

PCS2 opens and saves it fine...

Texture names match.


I'm rather stuck on a whole series of models until I can figure out what the dilly is.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

  • 210
Re: Errors with Debris cause CTD
I can have a look at the debris mesh if you want.

 

Offline Water

  • 210
Re: Errors with Debris cause CTD
Using PCS2 on either your original pmf or pof with save to cob = Array out of bounds.
Both pcs203 and collada-pcs crash on its cob export.

So pcs2 isn't too happy with it, yet it will save it as a dae. I can convert that dae no problem and have it work.

Try this: Open the pof and save a dae. Close and reopen pcs2. Convert the dae back to pof, and test it. If it crashes FS (or save to cob) then it may be that the pcs2 version has a problem running on your machine.

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
Well that seemed to fix the crashes, it works in game and so on. Thanks.
However - the faces on the interior edges that are "destroyed" on the debris, don't
have the destroyed texture... it's a mash up of the normal ship texture. I attached an image.

I've tried it both with the "Debris" texture listed in the PCS2 texture loadout and without.

So does the debris texture have to include the entirety of the debris, destroyed and non destroyed?
Then the regular model has it's own diffuse that is separate?

Right now I'm using the regular model diffuse for the debris parts, but the blown up texture for those
few faces is a separate file.


Additionally, where is the velocity of debris specified for explosions? Right now it's so high you can barely even
notice the parts flying away before they disappear into the background.

[attachment deleted by admin]
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: Errors with Debris cause CTD
Jpeg textures, perhaps?

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
DDS.. not sure which version atm.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

  • 210
Re: Errors with Debris cause CTD
Well that seemed to fix the crashes, it works in game and so on. Thanks.
However - the faces on the interior edges that are "destroyed" on the debris, don't
have the destroyed texture... it's a mash up of the normal ship texture. I attached an image.

So does the debris texture have to include the entirety of the debris, destroyed and non destroyed?
Then the regular model has it's own diffuse that is separate?

Additionally, where is the velocity of debris specified for explosions? Right now it's so high you can barely even notice the parts flying away before they disappear into the background.
The method you used is fine.

Start with trial1DAE.

Open it up with something better than notepad (PSpad etc).

At this stage PCS2 will show the debris texture ok but the resulting pof will crash FS

Look for this section and delete it.

    <image id="archangel-trans.dds" name="archangel-trans_dds">
      <init_from>../archangel-trans.dds</init_from>
    </image>

Save the pof.

Option 2
In Max find the archangel-trans material and get rid of it.

Debris velocity is probably table stuff or MOI



 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
Well like I said it get's in game... but here's the section out of the
DAE after I re set it up.


Code: [Select]
<library_materials>
<material id="archangel-mat" name="archangel-mat">
<instance_effect url="#archangel-fx"/>
</material>
<material id="debris-mat" name="debris-mat">
<instance_effect url="#debris-fx"/>
</material>
</library_materials>
<library_images>
<image id="archangel-img" name="archangel-img">
<init_from>archangel.tga</init_from>
</image>
<image id="debris-img" name="debris-img">
<init_from>debris.tga</init_from>
</image>
</library_images>



It still shows no debris texture... no idea why it says tga instead of dds.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

  • 210
Re: Errors with Debris cause CTD
It still shows no debris texture... no idea why it says tga instead of dds.
The dae files saved by pcs2 default to tga. Start with the original Max dae, make the edit, and then convert.



 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
Even after deleting the texture out of the material editor, it still showed up in the
DAE, but I deleted the line out of there and it showed up properly in PCS2.

Seems to work in FS2 as well, although I've got some tweaking to do.

Thanks for the help.


Once I get a couple more under my belt, I'll try to add a section to the PCS2 guide.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

  • 210
Re: Errors with Debris cause CTD
Once I get a couple more under my belt, I'll try to add a section to the PCS2 guide.
You may need to do some investigation into a better way of handling  materials for Max export.

The -trans texture was in the transparency section of the Max phong shader.

 

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
You may need to do some investigation into a better way of handling  materials for Max export.

The -trans texture was in the transparency section of the Max phong shader.


Well I looked up phong shader, since the name was somewhat ringing a bell, but didn't find anything.
the only place I could find a reference to the -trans was in the Maps section for the ship material, for Opacity.
Can you be more specific?
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Water

  • 210
Re: Errors with Debris cause CTD
Well I looked up phong shader, since the name was somewhat ringing a bell, but didn't find anything.
the only place I could find a reference to the -trans was in the Maps section for the ship material, for Opacity.
Can you be more specific?
Unfortunately no. It was in the phong section of the dae, but not knowing anything about Max materials means limited info. As a temporary measure possibly  try another shader besides phong.

  

Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Errors with Debris cause CTD
Oohh... you meant the dae file not Max... okay.

For future reference, debris speed is set per ship class/type/whatever in the objectypes.tbl
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod