Author Topic: Lights off for any added models? (I changed this title to reflect the real prob.  (Read 1887 times)

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Lights off for any added models? (I changed this title to reflect the real prob.
Hey all,
I have three different FreesSpace2 game setups here and all are up to date with the new 3.6.10 VP's.
One I use for developing stuff for the TotT Mod, one for my personal testing of ships, textures and missions. Last one is a clean basic version just for the classical game play and to have fun.

Now, both the first and second versions have a problem when I try to play the game in which the ships no longer have any reflection from the sun and is dark on all sides. The clean basic version works just fine. EDIT:They all have the same problem. I spent the last three days trying to figure this out as to why it was doing this and think I may have found the problem. As a test, I copied the ship and weapon tables from one of the bad ones and put them into the clean working one, ran game, went into the F3 viewing environment and no problems. Then I copied the Map and Model file from the same bad one, place them into the clean one and ran the game again and this time the models in the F3 viewing environment did exactly the same thing as the other two did where the models were dark regardless what the settings were. I then removed the models and maps out of the files and the F3 model viewing was restored. I went back to both bad ones, started the game and went into the F3 Model view environment, selected the Render Options and checked the Fix Render Pipeline box and the lights were restored. However, you have to do this every time you play the game in these bad versions.
I went to make sure all three had the same exact game root files including the new 3.6.10 VP file. EDIT: The "Fix Render Pipeline does not solve the problem entirely. It just turns on some lighting, but not all like it used to be.

This leads me to believe there maybe a limit to how many textures and models you can have in both the MAP and MODEL files before the game starts to have Light rendering problems? If this has been encountered before, can anyone tell me the max limit of files for the Model and Map folders?

Right now, I'm going to take one of the bad ones, delete some redundant and unused textures until the game light rendering works correctly again like my clean version does.

Opinions?
« Last Edit: December 27, 2008, 09:10:37 am by Jadehawk »
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 
Re: Max number of files in both MAP and MODEL files?
I guess none really knows? ;)

I went and got me a new video card the GeForce GTX 260 and it's a really sweet card to have playing this game now :) Anyway, my problem is any models that I have in my FreSpace2/Data/model file end up not having any lighting applied and look dark in game and in the F3 model view environment. Strangely, the models that are not in the above location, but  in Sparky.vp do work fine. 

I have the Specular, glow, environment, mipmapping and normals turned on and the rest of my settings are exactly as the 3.6.10 VP installation said to do for the launcher. I have made sure no stray shader files and anything else that should not be in the root directory.

The same thing happed before with my old ATI X1800XL card too.

Here is what the Hyperion looks like:



Anyone got a guess what's going on here?

I'm running the debugger now and this warning came up:

Warning: Inverted bounding box on submodel 'detail-0' of model 'cruiser3t-01b.pof'!  Swapping values to compensate.
File: modelread.cpp
Line: 2411


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20081215_r4999.exe 00934a25()
    fs2_open_3_6_10d-20081215_r4999.exe 00a413bb()
    fs2_open_3_6_10d-20081215_r4999.exe 00a4dbbf()
    fs2_open_3_6_10d-20081215_r4999.exe 009d0ae9()
    fs2_open_3_6_10d-20081215_r4999.exe 009cc547()
    fs2_open_3_6_10d-20081215_r4999.exe 009cc488()
    fs2_open_3_6_10d-20081215_r4999.exe 009ca842()
    fs2_open_3_6_10d-20081215_r4999.exe 009cb389()
    fs2_open_3_6_10d-20081215_r4999.exe 00a4eec9()
    fs2_open_3_6_10d-20081215_r4999.exe 0073cc3d()
    fs2_open_3_6_10d-20081215_r4999.exe 0095103d()
    fs2_open_3_6_10d-20081215_r4999.exe 0073de88()
    fs2_open_3_6_10d-20081215_r4999.exe 0073e11e()
    fs2_open_3_6_10d-20081215_r4999.exe 00c91996()
    fs2_open_3_6_10d-20081215_r4999.exe 00c9181f()
------------------------------------------------------------------


inverted bounding box? It pops this up for all the entries in the POF model list such as the turrets, details and debris.

Here is the Debug spew:

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 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 196 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13291 files.
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!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 260/PCI/SSE2
  OpenGL Version    : 2.1.2

  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: 1.20 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....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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 1
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 35 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.
WARNING: "Bogus string in weapon flags: Big Damage" at weapons.cpp:1665
WARNING: "Bogus string in weapon flags: Big Damage" at weapons.cpp:1665
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 '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_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 1818
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.267 (0.267)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'scorpsquadc.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)
Frame  0 too long!!: frametime = 1.590 (1.590)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.351 (0.351)
Loading model 'cruiser3t-01b.pof'
IBX: Found a good IBX/TSB to read for 'cruiser3t-01b.pof'.
IBX-DEBUG => POF checksum: 0xff696748, IBX checksum: 0x82d4c891 -- "cruiser3t-01b.pof"
WARNING: "Inverted bounding box on submodel 'detail-0' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret01' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret02' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret03' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turretarm03' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret04' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turretarm04' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret05' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turretarm05' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret06' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turretarm06' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret07' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turretarm07' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret08' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret09' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret10' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret11' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret12' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'turret13' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'detail-1' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'detail-2' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'detail-3' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-0' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-1' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-2' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-3' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-4' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-5' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-6' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
WARNING: "Inverted bounding box on submodel 'debris-7' of model 'cruiser3t-01b.pof'!  Swapping values to compensate." at modelread.cpp:2411
Frame  0 too long!!: frametime = 181.334 (181.334)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
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_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Dec 26 19:05:27 2008

« Last Edit: December 26, 2008, 09:09:37 pm by Jadehawk »
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Lights off for any added models? (I changed this title to reflect the real prob.
As for the original topic... i doubt there is any real limit to stuff you can add to the set directories.

Seems more like you have a model with some customization done in pcs or elsewhere and saved without doing the bsp purge. You might be able to fix the inverted bounding box issues (unless they are actually model related) by finding a new version of pcs2, opening the model in question in it, selecting purge bsp info and then saving again.

As for texture issue... It seems like you are missing the textures (well... some of the textures) required.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: Lights off for any added models? (I changed this title to reflect the real p
Wanderer, thanks for the reply back!  :yes:
I went and opened up the Hyperion cruiser in PCS2 version 2.1.2, purged the BSP as you suggested and there was no improvement in the light rendering problem. I should remind you that all the models in the FreeSpace2/data/model directory have this problem in the other two game versions I have.

I'm gonna delete this version of the game and reinstall a new one to see if that does anything.

Here is the latest bug spew:

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 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 222 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13317 files.
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!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 260/PCI/SSE2
  OpenGL Version    : 2.1.2

  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: 1.20 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....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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 1
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 35 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.
WARNING: "Bogus string in weapon flags: Big Damage" at weapons.cpp:1665
WARNING: "Bogus string in weapon flags: Big Damage" at weapons.cpp:1665
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 '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_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 871
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 'scorpsquadc.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)
Frame  0 too long!!: frametime = 0.571 (0.571)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Frame  0 too long!!: frametime = 1.060 (1.060)
Frame  1 too long!!: frametime = 0.276 (0.276)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Frame 705 too long!!: frametime = 0.398 (0.398)
Loading model 'cruiser3t-01b.pof'
IBX:  Warning!  Found invalid IBX file: 'cruiser3t-01b.ibx'
IBX: Starting a new IBX for 'cruiser3t-01b.pof'.
IBX: Starting a new TSB for 'cruiser3t-01b.pof'.
WARNING: "Couldn't open texture 'cruisenm' referenced by model 'cruiser3t-01b.pof'" at modelread.cpp:3378
Frame 1412 too long!!: frametime = 15.392 (15.392)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
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_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Dec 27 07:35:16 2008

Yes I'm aware of the missing texture (cruisername) and that was intentional. The new IBX and TSB files created were due to my changing the textures for the Hyperion Cruiser.
« Last Edit: December 27, 2008, 10:06:47 am by Jadehawk »
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 

Offline Wanderer

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Re: Lights off for any added models? (I changed this title to reflect the real prob.
I never claimed it would help with the light issue. Just said it might resolve the inverted bbox issue.

You might want to follow the guidelines set here:
   http://www.hard-light.net/forums/index.php/topic,56279.msg1180359.html#msg1180359 Improved fs2_open.log

Then run the debug build again. Zip the log file and post it as an attachment.
Do not meddle in the affairs of coders for they are soggy and hard to light

  
Re: Lights off for any added models? (I changed this title to reflect the real p
I know :) Just stating that when I did that, nothing actually changed. I'll follow that thread and see what happens. Again I want to thank you for your help  :yes:

EDIT: I now have a good working copy of the game as I said I would do earlier. I now think something got corrupted in the process and this time everything works like it's supposed too. Now I just need to do the same for the other two versions I got and all should be AOK.  :yes:

Thanks again!  :D
« Last Edit: December 27, 2008, 05:50:54 pm by Jadehawk »
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.