Author Topic: PCS2 Test Builds  (Read 93279 times)

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Offline Water

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position the lights where you want the firepoints to be, and glue them to the TurretNN-arms subobject.  the light positions with be the fp positions - the normal will be the vector between the geometry center of TurretNN-arms and the average position of the firepoints

ie if the geometric center of the object is 0,0,0  fp 1 is at 1,0,0.5 fp2 is at 1,0,-0.5 then normal will be normalize((1,0,0.5+1,0,-0.5)/2-0,0,0) = 1,0,0

(normalize takes a vector and makes it magnitude 1)
Thanks
I think I set everything up right though I found that the firepoint worked when it was under turret01-base group rather than arms.
also the normalize button didn't do it's job


 

Offline Bobboau

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so at what point exactly does it crash? what part of the model is it loading?
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Offline Col. Fishguts

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so at what point exactly does it crash? what part of the model is it loading?

Aha, excellent question. The last thing I read is "loading textures" and the name displayed on the lower left besides the progress bar is "nameplate".

On closer inspection I see that it's hanging on the nameplate on all of the models mentioned above. So it might be something about the default nameplate texture (which is fully transparent IIRC ?) or maybe it doesn't find it in the VP.
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Offline Kazan

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devil has no problem with transparency etc.... bob and you still linking to a different version of devil from me?

it's time to renable texture debug
« Last Edit: July 17, 2007, 10:38:48 am by Kazan »
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Offline Bobboau

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ok, I'm going to add a bunch of message boxes to the signal new model function, so if it is crashing there, it will narrow it to a few lines

http://freespace.volitionwatch.com/blackwater/pcs2_testing.zip
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Offline Hades

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Heh heh.It is like it is talking to me. ;) :lol:

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Offline Bobboau

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ok, were does it stop talking, what is the last thing it says?
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Offline Col. Fishguts

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ok, were does it stop talking, what is the last thing it says?

"so, the model is fine, so maybe it's in the textures ?"

When the crash message pops up, PCS2 is still open and I see some untextured geometry in the render canvas.
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Offline Bobboau

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Ok, I removed the message boxes I had and added a ****ton into the texture loading functions, do the same thing, keep in mind there are a LOT of them this time. tell me the last thing it says before it dies, this will locate the crash to withing a few lines or a function.
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Offline Col. Fishguts

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Everything goes fine until we hit the nameplate texture:

Then I get:

found a texture -> click OK
it's name is: 'FS2path\data\maps\nameplate.dds' -> click OK
-> crash: "pcs2_testing.exe has encountered a problem and needs to close.  We are sorry for the inconvenience."
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Offline Kazan

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that would tell me something about the nameplate.dds is crashing the DevIL library
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Offline Vasudan Admiral

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Gah, the board ate my post. :\
Anyway, yeah I encountered this bug much earlier in this thread. Fixed it by replacing the tiny 4x4 nameplate texture with some test texture. It's not an efficient one, but that fixed it.

I've attached a zip with both the broken nameplate texture and the working one I'm using. Bob/Kaz you might want to take a look at the borked one to see if it's a problem with the image file itself or if there's something about it (too tiny maybe?) that DevIL doesn't like. :)

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Offline Bobboau

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bingo! I just managed to reproduce the crash, I had a different nameplate texture.
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Offline Kazan

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I just managed to find a model-corrupting-bug in the glowpoint handling code - specifically corruption being introduced in the properties

[edit]
bob! you forgot to cvs add new files! (geometry.h and others)
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Offline Bobboau

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eh... were was that, that shouldn't be there...

in main_panel erase the include for geometry.h and the block of code testing it in the bottom of SignalModelChange (it should be commented out anyway), I had not intended to commit that.

or, don't I'm probly going to commit in a few minutes.
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DEUTERONOMY 22:11
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Offline Bobboau

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ok, sig updated and fix committed, test it out, nameplate.dds should simply fail, rather than crashing the program.
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DEUTERONOMY 22:11
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Offline Kazan

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PS: the corruption problem is in POF  adding glow points - during array copy the POF String's for properties become corrupt
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Offline Bobboau

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so I'm assuming it worked?
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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no i just knew where the bug was already gotta find out why... you know that you have a cast error in tex_ctrl.cpp at line 157

[edit]
bug was already fixed by up to date builds apparently
« Last Edit: July 18, 2007, 04:16:49 pm by Kazan »
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Offline chief1983

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I'm not sure if this is a bug or not, if it is I'll mantis it but I suspect it's just something funny in a cob.  I rendered this platform in Truespace, and the hangar appears open, as well as when I imported it into 3DS Max after saving it as a DXF.  I did have to use the Unify Normals option for it to appear normal in max, but that's probably not important.  What happened after importing the cob into PCS2 though, is that it seals off the hangars with polygons that don't appear in truespace.  Any ideas?

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