Author Topic: MediaVP 3.6.7 RELEASE thread  (Read 29308 times)

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Offline yubyub

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MediaVP 3.6.7 RELEASE thread
Quote
At the risk of sounding concerned for my own welfare, I'm going to wait 'til a more saner hour tomorrow to upload the zpack. It's ~170 MB and will take a good long hour to fully upload.

This was posted on the 18th.

Am I blind or is the Zpack not up? :confused:

 

Offline WMCoolmon

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MediaVP 3.6.7 RELEASE thread
Yes, it should be up, but then the deal with models came up, and then I forgot (probably subconsciously intentionally forgot. :p)

I've started it recompressing, if it looks like I can safely leave the comp on I'll upload it afterwards, if not I'll make a mental note to do it tonight.
-C

 

Offline WMCoolmon

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MediaVP 3.6.7 RELEASE thread
Ack, apparently the wrong glowmaps for the Fenris are in the models pack(?).
-C

 

Offline Vasudan Admiral

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MediaVP 3.6.7 RELEASE thread
Yeah, I just found out this morning in the nameplate thread in FS modding. A simple mistake, but those glowmaps are just slightly misaligned so that the lights seem to bleed out of their recesses (though the shinemap glitch is my bad. I don't know how I missed it).

Unlikely as it is, if you are going to eventually make either a patch or failing that, the next media VP release, could you make these changes to the Fenris and Aeolus?
Quote
The ideal solution is to not simply puregreen over the pcx files "GTC_Orff.pcx" and "GTC_Advocate.pcx", but instead to create an identically dimensioned image named "Nameplate.pcx". You then open up the ships with nameplates in modview or PCS and change the nameplate texture to use "Nameplate" so that it's nice and obvious for anyone using the texture replacement in Fred.
It's just a neater solution and only requires one nameplate texture in the VPs for all ships with nameplates.


Thanks. :)
I'll get onto completing the lucy and the rest ASAP to add as well.
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Offline WMCoolmon

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-C

 

Offline WMCoolmon

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MediaVP 3.6.7 RELEASE thread
Can someone fix the turret splines on theFenris, and what is up with the 5 LODs on Bobb's Hercules? I keep getting these errors every time I try to debug something.
-C

 

Offline StratComm

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MediaVP 3.6.7 RELEASE thread
I'll put it on my to-do list.  I think I can fix both without needing to reconvert, though I'll be honest; I've never figured out what the turret spline error is actually refering to.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Trivial Psychic

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MediaVP 3.6.7 RELEASE thread
I know.  Open it up in PCS, and find which spline path its complaining about.  Then, remove the turret binding at the bottom of the path screen.  The save and open in FRED.  It should then stop the warning message.
The Trivial Psychic Strikes Again!

 

Offline StratComm

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MediaVP 3.6.7 RELEASE thread
But I don't know what that will change.  The old Fenris model doesn't suffer from the same error, yet it's set up exactly the same way.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Vasudan Admiral

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MediaVP 3.6.7 RELEASE thread
Ack! Not another bug! :(
I think I've found what causes it though - open up the original and the HTL one side by side and compare each path one by one. The names are in the same order, as are the verts, but the path number and associated subobject are completely out of whack.

I guess this must have been caused by the individual importing of chunk data in PCS (global data import always crashes for everything for me) - it seems to have assigned path names to the new one in the order it encounters them, which is not the order they were in originally, and completely ignores the turret sub object.
All it *should* need to fix it is just to go through the paths one by one and match all nessecary data up correctly again.

We'll just have to watch out for it in future HTLed ships until PCS 2 comes along. :\
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline StratComm

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MediaVP 3.6.7 RELEASE thread
I figured it might have to do with subobjects being in a different order in the model.  Which is unfortunate, as there isn't a good way to fix that short of digging through ALL of it by hand.
who needs a signature? ;)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Vasudan Admiral

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MediaVP 3.6.7 RELEASE thread
It'll be an easy fix at least - no reconversion. :)
The exact problem is that the dockpoints (the only things that use 'spline paths') are refering to the wrong path numbers. Easiest way to fix it would be to point the two dockpoints at the correct paths: dock1 to path 02, dock2 to path 17. (I don't have time to just yet)

That should fix the spline errors, and then it's just a minor issue of pointing the various paths at the correct subobject numbers. However, I get the impression this is really not nessecary, as the original's paths all point at sub objects 5, 10 or 13.

Oh, and as a final little insult to myself, I appear to have somehow misspelled detail0 as "detial0". :(
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline MetalDestroyer

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Re: MediaVP 3.6.7 RELEASE thread
I tested the main Fs2 Campaign, and it results there are several scripting bugs.
It appears especially when the colossus is on station.

The first time we met him during the evacuation of Enif Station, the Colossus seems to be out of range. It can't use his beam cannon towards a Deimos class. I've to just autodestruct myself to pass the mission.
Another bug, in the final battle before we go to Vasudans Head Quarter, the Colossus arrived near to the knossos, but unfortunately, he is too far from the battlefield. So, he can't open fire.

Well, i don't know if the fs2 files are messing up in this 3.6.7. I hope there will be a fix.

 

Offline redmenace

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Offline redmenace

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Re: MediaVP 3.6.7 RELEASE thread
Important Comments:
This is a new patch that updates the Media VPs released after October 19. If you downloaded the Models VP prior to October 19, then you need to download the first patch as well to update your vps with the latest content.

Media VP 3.6.7 Patch 1
Media VP 3.6.7 Patch 2

This Patch Adds:
<ul><li> High Poly Asteroids(Sandwich/Strattcomm)</li>
<li>High Poly Pegasus(Strattcomm/Turnabar)</li></ul>
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
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Re: MediaVP 3.6.7 RELEASE thread
After downloading the new media VP's (including the patches) portions of the Leviathan and Fenris are transparant, but some parts appear (such as edges)

It only happens for the Leviathan and Fenris.
how do i shot gun???

 

Offline WMCoolmon

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Re: MediaVP 3.6.7 RELEASE thread
Are you using jpgtga?
-C

 
Re: MediaVP 3.6.7 RELEASE thread
Yes, I am using all of the following:

-jpgtga -pcx32 -spec -glow -allslev -ship_choice_3d -orbradar -dualscanlines -spec_point 0.6 -spec_exp 11 -spec_static 0.8 -spec_tube 0.4 -ambient_factor 75 -3dwarp

edit: Nevermind finally got it fixed, had an old high poly fenris/leviathan in my data/models folder.  Took that out and it works fine now.
« Last Edit: November 20, 2005, 07:54:47 pm by LOA--Paul »
how do i shot gun???

 

Offline gaberad

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Re: MediaVP 3.6.7 RELEASE thread
I may have missed it, but how do I install these patches? At the moment I have no idea. Do I just un-rar them into the main fs2 folder or something?

 

Offline CaptJosh

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Re: MediaVP 3.6.7 RELEASE thread
You hit the nail on the head. That exactly how you do it.
CaptJosh

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those who understand binary and those who don't.