Author Topic: Textures for secondaries invisible???  (Read 3080 times)

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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Textures for secondaries invisible???
HI guys, you know I almost never post here but I figured this was a valid FS Open quesition...

   Ok I converted two new missiles for Robotech. They Work fine in retail vanilla FS2... translate tehm to Fsopen3.6 and the engine glows and trails are fine, but the POF's themselves become invisible!!! I triple checked the textures they are fine... When I change teh pof reference to FS stock ones they appear. renamed them to new models adn poof no more weapons? They function fine in game jsut are not visible fromt eh FRONT.. screens...

  A female Quadrano fires her mini missiles.. They look great from the players POV for firing: (yes I realise I have to make them smaller!)
http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=a07c.jpg

Now if you are being attacked by Quadranos or using external camera you see this! A whole lotta nothing!:
http://pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=ef5a&.dnm=973e.jpg

I am using FS Open 3.6 in vanilla mode (normal people need to be able to play this)...

  Any ideas? (Thanks in advance!)
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Offline Liberator

  • Poe's Law In Action
  • 210
Textures for secondaries invisible???
This may be related to my transparent ship bug.  Are any of your other models transparent or have transparent parts(where they're not supposed to)
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Offline Lightspeed

  • Light Years Ahead
  • 212
Textures for secondaries invisible???
It is not related.

Most likely problems are to be:

1. use of a 32-bit PCX file, which is NOT supported by FS2open - use a 8-bit one or a TGA/JPG/DDS file

2. the missile texture is not found. Check if its referenced correctly IN ALL LODs and if all the necessary textures exist.

3. use of TGA/JPG/DDS files without "-jpgga" enabled
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
I have all fso options turned off... My seconday pof textures are all like 128 or 64x64x8 meaning they are 8 bit pcx's? I changed them to 8 bit jpegs no dice... The weapons are all 1 LOD and They show up in modelview but not game.

  I will try messing with that -jpg thingy but I am really timid about messign witht eh exe thing cause -mod never enables for me and I have to mod it the OLD fashioned way (data instead of a mod name)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Kazan

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Textures for secondaries invisible???
if -mod doeesn't work for you then you've installed things wrong
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Offline karajorma

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Textures for secondaries invisible???
Quote
Originally posted by Kazan
if -mod doeesn't work for you then you've installed things wrong


Actually there are a couple of other things you can do that will kill -mod

1. Folders called "The Babylon Project" won't work cause of the spaces.

2. Folders called "The-Lightning-Marshal" won't work probably cause FS2_Open starts thinking the hyphen is the start of a switch called Lightning.
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Offline Kazan

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Textures for secondaries invisible???
that would qualify as installing wrong
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Offline karajorma

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Textures for secondaries invisible???
I just wanted to clarify that it was the installation of the mod not FS2 open that was incorrect.

Didn't want Star Dragon wondering off to reinstall FS2 and FS2_open if the problem was as simple to fix as renaming a folder :)
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Offline Taristin

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Textures for secondaries invisible???
Yeah... this... err... was my problem... appaerently it has to be located in the moddir/data/maps/  or else the textures will not be loaded... Double check that...
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Offline StratComm

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Textures for secondaries invisible???
Yeah that was changed because with animated texture support some of the stock missiles were being textured with their techroom or CB ani's.  The maps should be there anyway, but if they aren't then you need to move them.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline redmenace

  • 211
Textures for secondaries invisible???
what works for me is to install things this way.
For instance TBP is installed in the C:\games\freespace2\TBP\
inside the TBP folder there is the data folder. VPs go inside the TBP folder.
command line is fs2_open.exe -mod TBP
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
I mentioned on 06-06-2204 NO MOD would work with -mod...

  Error name not valid (spaces)

  There were never any spaces used!!!
  I tried these variations with diffrent mods:

  FSTrek
  FS2TREK
  TBP
  INFERNO
  LM
None of them woud be accepted by the launchers.
I didn't know about the underscore not valid but that ws just ONE of the variations I used...

  I FINALLY got FS Open to work by doing the usual as karajorma suggested... Simply make my mod folder THE Data folder and skip the launcher..

  Voila problem solved FSOpen runs fine..

Now armed with this information what could be the problem as there IS no moddir...  And yes I WAS about to re-install FSOpen3.6 but I read your post luckily...
« Last Edit: August 21, 2004, 01:50:15 pm by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

  

Offline karajorma

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Textures for secondaries invisible???
If that still doesn't work. Are you typing -mod xxx directly into the command line box? If so that could be the problem. The -mod command MUST be the last thing in the list of switches.

Do me a favour select a mod and then show me the full command list from the box above the select mod button. It will look something like this

F:\Games\FreeSpace2\fs2_open_T-20040802.exe -spec -glow -allslev -mod MindGames

BTW Underscore is valid in a moddir name. Hyphen is not.
« Last Edit: August 21, 2004, 03:05:25 pm by 340 »
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Still doesn't accept without error message BUT by making a data folder and then moving all into it it does run but I lose all my changes. It is FSopen campaign (new pilot and all) my tables, models adnmaps do NOT exist in this mode...

  E:\Program Files\FreeSpace2\fs2_Open.exe -MOD ROBOTECH

  so for NOW I am better off making it directly a data folder and not a mod folder otherwise the mod won't run... I'll just have to figure something else out instead of custom apperance for secondaries (Grumbles)...
 
   I'm gonna read the Wikki again...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Kazan

  • PCS2 Wizard
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Textures for secondaries invisible???
you folder structure should be

fs2 native data
[fs2path]\data\*

robotech
[fs2path]\robotech\data\*
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
That sounds like what I just described??? (No Offence)

FS2 scp or normal - whatever...
= FS2 FOLDER/Data/Maps

For the Robotech mod
= FS2 FOLDER/ROBOTECH/data/maps & everything...

Correct?

edit same error (mod directory cannot cantain spaces)

I even tried -MODROBOTECH...
« Last Edit: August 21, 2004, 07:00:19 pm by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Kazan

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Textures for secondaries invisible???
yes that filesystem is correct... should be "-mod robotech" (-mod MUST be lowercase)
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Offline karajorma

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Textures for secondaries invisible???
Quote
Originally posted by Kazan
yes that filesystem is correct... should be "-mod robotech" (-mod MUST be lowercase)


Kazan's right there. I just gave it a try and rather surprisingly using -MOD as a command line doesn't give you any warnings. FS2_Open just ignores it completely.

(Is there any reason for this cause I expected to get the unknown switch error for that one).
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
I really don't care, I got things working again (lost the mod for a bit)... I'll just rename existing SECONDARIES. As of yet not a single ship has been affected... Or primaries either , though those maps are in the effects folder... WEIRD!!!

  My new questions is I would like to recreate the ability to shoot down opposing missiles... I CAN fudge this by making missile into fast BOMBS right??? That way when we are opening up rapid fire with our battloids we can make all the volume of defensive fire cause the bombs/missiles to explode like in the anime series scenes?

  Am I close to correct???

  Plus to make things easier I can make a anti-missile missile so when you are targeting  one of the approaching CLUSTERS, it will intercept it and explode and cause enough damage to set all the others in it's radius off...  ;7

  Am I like deluded or what?   *Start's to hum Japanese version of macross*
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline StratComm

  • The POFressor
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Textures for secondaries invisible???
Like I said before, secondaries were made a specific exception when the ANI code went in.  As for wave-detonating incoming ordinance, I don't think that is currently possible; regular blast waves don't set off bombs.  I think EMP shockwaves do, but then you're adding an EMP blast to everything, which can get really annoying.

And I don't think the AI looks at intercepting missiles with secondaries anyway.
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Last edited by StratComm on 08-23-2027 at 08:34 PM