Author Topic: 3.6.10 Media VPs Discussion Thread  (Read 314896 times)

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Offline Vasudan Admiral

  • Member
  • Moderator
  • 211
    • Twisted Infinities
Re: RELEASE: 3.6.10 Media VPs
Sorry, but doing it that way is stupid because no matter which your old version is, it will be overriding stuff in this VP set. If it's 3.6.8, all the 710 patches and mv_adveffects will take loading preceedence over MV_Complete. If it's the 3.6.10 betas, then MV_AdvancedEffects and MV_Assets will take preceedence over MV_Complete - which is even worse because it means you won't benefit in the slightest from the hundreds of model fixes we've made AS WELL as not seeing most of the new or upgraded effects.

So again, please just delete or move away the previous VP files.
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
Twisted Infinities

 

Offline snake60

  • 25
Re: RELEASE: 3.6.10 Media VPs
hello all,

another report from a 1950pro owner.

same problem than the others : frEEEEEEEZE :P

-no_glsl resolve the problem.

I know i don't have the last drivers (8.8 i think, so not too old), but if my log can help....

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
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\a_subspace.vp' with a checksum of 0x02b13584
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 2 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\a_subspace.vp' ... 63 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\Games\FreeSpace2\' ... 7 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 18 roots and 12747 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 1600x1200 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1950 Pro
  OpenGL Version    : 2.1.7873 Release

  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".
  Unable to find 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_ATI_shader_texture_lod".
  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: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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.
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 358
Movie Error:  Unable to open 'intro' movie in any supported format.
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 'hammer1.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 = 0.453 (0.453)
Frame  0 too long!!: frametime = 0.365 (0.365)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
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 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX:  Warning!  Found invalid IBX file: 'warp.ibx'
IBX: Starting a new IBX for 'warp.pof'.
IBX: Starting a new TSB for 'warp.pof'.
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
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 model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: Unknown
Using alternate ship type name: NTFr Triton
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Starting mission message count : 203
Ending mission message count : 239
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX/TSB to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0x6d453f00 -- "cargo03.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX/TSB to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0x64913910 -- "Platform2T-01.pof"
Loading model 'Base2r-01.pof'
IBX: Found a good IBX/TSB to read for 'Base2r-01.pof'.
IBX-DEBUG => POF checksum: 0x7c9a904e, IBX checksum: 0xa8880246 -- "Base2r-01.pof"
Warning: Ignoring unrecognized subsystem asteroid02a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem bunker01a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem bunker02a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem comtowera, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem fighterbaya, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem asteroid01a, believed to be in ship Base2r-01.pof
Unknown special object type $path29 while reading model Base2r-01.pof
Found live debris model for 'asteroid02a'
Found live debris model for 'asteroid02a'
Found live debris model for 'bunker01a'
Found live debris model for 'bunker02a'
Found live debris model for 'bunker02a'
Found live debris model for 'comtowera'
Found live debris model for 'comtowera'
Found live debris model for 'engine01a'
Found live debris model for 'engine01a'
Found live debris model for 'engine02a'
Found live debris model for 'engine02a'
Found live debris model for 'fighterbaya'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0xd89ee32d, IBX checksum: 0x7aee2523 -- "fighter13.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX/TSB to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x8f2923fa, IBX checksum: 0x2fe40970 -- "bomber04.pof"
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 40x24 (25.0% 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)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'astb03.pof'
IBX: Found a good IBX/TSB to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x5f11b621, IBX checksum: 0xc7fc5815 -- "astb03.pof"
Loading model 'astb02.pof'
IBX: Found a good IBX/TSB to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xedb70527, IBX checksum: 0xeaac8b8f -- "astb02.pof"
Loading model 'astb01.pof'
IBX: Found a good IBX/TSB to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0x456e2605, IBX checksum: 0x719fe041 -- "astb01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 130 new ship subsystems ...  a total of 400 is now available (73 in-use).
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shield-b04 with size 112x93 (27.3% wasted)
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"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 55 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
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 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.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 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'MX-50.pof'
IBX: Found a good IBX/TSB to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0x79a2a4ec -- "MX-50.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX/TSB to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x3d4ed74c, IBX checksum: 0x6283fd66 -- "Interceptor.pof"
Model Interceptor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.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"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
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 40x24 (25.0% 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 shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shield-b04.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: 1537/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 486,  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 iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI icont-cargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW.ani with size 124x43 (32.8% wasted)
ANI icont-freightercw with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW.ani with size 209x59 (7.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame  0 too long!!: frametime = 23.736 (23.736)
ANI icont-cargoW.ani with size 124x43 (32.8% wasted)
Frame  0 too long!!: frametime = 0.402 (0.402)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  39.887

 

Offline maya

  • 24
  • Some text here.
    • PN3
Re: RELEASE: 3.6.10 Media VPs
Hiya.

So am i correct in saying i need to remove all of whats in the mediavps folder currently and copy the 3 new files mod.ini, FSU-MVP.bmp and MV_Complete.7z to the folder?

currently my mediavps folder contains.... mv_adveffects, mv_core, mv_effects, mv_models, mv_music, mv_textures.vp
mp-710_adveffects, mp-710_effects, mp-710_models.vp
sdr1119.vp
and ofc the data and cache folder.

shouldnt i keep the 710 vp and the sdr1119.vp files?

I just want to be certain.
I am a guy....all the cool BSG guy names were taken.
aka EmmEff | aka Pilot

 

Offline chief1983

  • Still lacks a custom title
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Re: RELEASE: 3.6.10 Media VPs
Extract MV_Complete.7z to that folder, or copy MV_Complete.vp to it :)
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: RELEASE: 3.6.10 Media VPs
shouldnt i keep the 710 vp
The mp-710 files are patches for the 3.6.8 MediaVPs. They have absolutely nothing to do with 3.6.10 MediaVPs and therefore they must go.

and the sdr1119.vp files?
As it has been repeatedly stated, the 3.6.10 MediaVPs inculde shaders, so there is no need for that separate shader vp anymore.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline maya

  • 24
  • Some text here.
    • PN3
Re: RELEASE: 3.6.10 Media VPs
OK thanks for that.

I started getting into FSO pretty late so theres still lots to catch up on but i have to say its nice that its all in one vp file now, it can get a bit confusing at times remembering what files i need and the ones i dont.

 :yes:
I am a guy....all the cool BSG guy names were taken.
aka EmmEff | aka Pilot

 

Offline chief1983

  • Still lacks a custom title
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
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    • Fate of the Galaxy
Re: RELEASE: 3.6.10 Media VPs
Granted, the complete one should only be used if you're certain you can use the Advanced Effects.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline maya

  • 24
  • Some text here.
    • PN3
Re: RELEASE: 3.6.10 Media VPs
the complete one should only be used if you're certain you can use the Advanced Effects.

I hope so :) , just about to test with the latest nightly so about to find out, plus i renamed the old mediavps folder to mediavpsold just in case.
I am a guy....all the cool BSG guy names were taken.
aka EmmEff | aka Pilot

 

Offline Vip

  • 28
Re: RELEASE: 3.6.10 Media VPs
Okey, finally installed the new MediaVPs. After some version change (I was running on an XT build from like a year ago or so, though I never had any problems with it) and updating the vps from the 3.6.10 betas I was able to see the new effects.

Wow.

What you people did with some ships is just amazing. The Ulysses, the Ravana, the Demon and more are just BRILLIANT. However, I have some criticism for you people.

Firstly - what happened with some of the models that were in the 3.6.10 Betas ? I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).

Secondly, I have problems with beam sounds. There are none. It's just silent. I checked it only on the BFReds from the Bearbeating, so not sure if it's the case with all beams, but definitely could use a fix for this (sorry if there is one already, the 18 pages in this topic are a bit too much for my brain right now).

Nevertheless, great job. You did truly splendid job on this baby.

EDIT: Forgot to give my specs, since everybody else like to give theirs in here  ;) :
Core 2 Duo 2,66 GHz
2 GB DDR RAM
GeForce 8800GT 512 RAM on 175.19 drivers (the latest that work with Mass Effect :P)
WindowsXP
Latest nightly build from 14th December.
« Last Edit: December 15, 2008, 01:28:34 pm by Vip »
Lieutenant Commander Richard "Viper" Pred

 

Offline Rodo

  • Custom tittle
  • 212
  • stargazer
    • Steam
Re: RELEASE: 3.6.10 Media VPs
I have to ask... hey guys have you changed something from the fs retail campaign? cause I just played bearbaiting and in the defriefing I get a text that says that the destroyer thebes was destroyed in the attack... but the thebes is a sobek in the mission.
I'm very confused right now  those shivan lazers got my mind spinning  :nervous:
el hombre vicio...

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: RELEASE: 3.6.10 Media VPs
in the defriefing I get a text that says that the destroyer thebes was destroyed in the attack... but the thebes is a sobek in the mission.
Checked. That would seem to be a genuine retail blooper. Much like the Ravana-class "cruiser" Nebiros in Into the Lion's Den.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: RELEASE: 3.6.10 Media VPs
Demon and more are just BRILLIANT. However, I have some criticism for you people.

I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
Wait, what did they do with the Demon, it looks exactly the same to me.
The Lilith and Cain always used the same models with higher-resolution textures, the only acutal high-poly ship there is the Orion from what I remember.

Unless you've been downloading seperate HTL models...

 

Offline Romanmolf

  • 27
  • n00b... And loving it
Re: RELEASE: 3.6.10 Media VPs
...some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).

I have that too. Is it a problem?

 

Offline Vip

  • 28
Re: RELEASE: 3.6.10 Media VPs
...some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).

I have that too. Is it a problem?

Not really, merely an observation. I liked the previous stuff more, but that's also cool. Though I have a strange feeling that something's wrong with lightning, everything is far too bright, even with no ambient and no speculative light.

Demon and more are just BRILLIANT. However, I have some criticism for you people.

I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
Wait, what did they do with the Demon, it looks exactly the same to me.
The Lilith and Cain always used the same models with higher-resolution textures, the only acutal high-poly ship there is the Orion from what I remember.

Unless you've been downloading seperate HTL models...

The Demon ? Have you seen the normal maps on it ? I barely recognised the ship at the first sight. As for the Lil' and Cain, they were definitely more high poly in the betas, I swear. Definitely not a case of seperate models, the only one I had before was the Apollo and the fixed model for Ravana. And the Orion looks just plain ugly when compared to the one that was in the 3.6.8 zetas/3.6.10 betas/done by Trashman. I mean, I know it should look like a brick, but I wouldn't take it as literally as the creators did :P
Lieutenant Commander Richard "Viper" Pred

  

Offline chief1983

  • Still lacks a custom title
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Re: RELEASE: 3.6.10 Media VPs
It was the consensus that lightening quite a few of the normal maps gave them a more realistic appearance.  I think the sobek's are much better now than the snakeskin look it had before, considering the size of the ship, ruts that deep just didn't sit right with me.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Galemp

  • Actual father of Samus
  • Moderator
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Re: RELEASE: 3.6.10 Media VPs
whine

Let's have some before-and-after screenshots, and we'll point out what you need to do to get the effects you want. Especially if you have high-poly Hippocrates and Cain models we don't. :nervous:

I'm glad you like the Demon normal maps! The drastic changes were controversial for a while but I'm really happy they made it in.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: RELEASE: 3.6.10 Media VPs
Granted, the complete one should only be used if you're certain you can use the Advanced Effects.
I'm curious as to why mv_complete even exists.  Why not just pack all the individual VPs into one .zip?

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: RELEASE: 3.6.10 Media VPs
The only answer I can come up with is masochism. :p
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: RELEASE: 3.6.10 Media VPs
The reason why there are many kinds of normal maps is because different people made them. GalEmp made the Demon normal map, and I made for example the Moloch main tile normalmap. Comparing these two ships is a pretty good way to figure out the differences between our opinions regarding the Shivan surface structure. I always interpreted the Shivan tiles more like some stone carved relief styled stuff like this with two main elevation levels - "brighter" and "darker" plus some smaller detail - instead of more rounded shapes like the Demon has at the moment (and I'm probably going to make my own version of the Demon normal map for my own use because I don't especially like the rounded vesion, it just doesn't seem to follow the Shivan design features as I see them ;7). Creative differences, that's all.

On topic of Sobek/Hatshepsut normalmaps, thanks for the critique. The problem with the previous maps was that they were actually way too exaggerated, not exactly in depth but in width. And while they may have gotten people used to them, they definitely didn't depict the detail in the diffuse map but something totally different. The seams between the "scales" were ridiculously oversized - they were from the period when the normal maps were new and fancy and people tended to use the feature jsut for the feature's sake, which ended up making many ships look like party balloons with exaggerated surface detail on the normal maps. In fact, we had discussions about this in the internal, and it boils down to the question - do we want to use a feature just for feature's sake and have exaggerated surface detail that even a blind man could see them with their forehead, or to use the feature to depict the surface detail in the maps. You might guess in which camp I stand... :p

To be fair though, the Sobek/Hatshepsut normals weren't as bad as the original normal map for Perseus or some of the other early normalmap stuff, but the old tiles also had the tile's outline visible in the normal maps, creating a nasty effect with linear edges breaking the scales in half. In other words they were broken. So they had to be re-done, and the task befell to me. While I was at it I figured I'd make them actually match what you see in the retail (and upgraded) diffuse textures and the upgraded versions for them. And the lines apparent in those textures were actually surprisingly thin - you can check this easily by going to Ship Lab (press F3 in Mainhall), select Sobek, disable rotation, zoom into the bow area and switch normal maps on and off repeatedly in Rendering options, and you should see that the width of the seams now actually corresponds to what :v: designed the ships to look like. I also added a whole bunch of surface detail to the normals in addition to the seam lines and made higher resolution versions of the maps. Same applies to the Hatshepsut.

As far as depth goes: For their width, the lines are as deep as they can conceivably be; if you prefer the wider and thus deeper lines, grab the tiles from the beta VP's (if you can tolerate the tiling edges crisscrossing through the panels). Due to how the normal map concept works, the apparent depth of normalmapped detail is limited by the size of the detail. The normals have a certain maximum "slope" or angle that they can tilt the surface to. For example, if you have a 20 cm long ruler and you place it at 45 degree angle vertically, and a 2 metres long two-by-four plank, the end of the plank is about ten times higher than the end of the ruler. In case of normal maps, this means that the only way to increase the depth of an already fully tilted seam line is to increase the width of the seam, which would break the original design of the ship - and while we do take some artistic lisence, this is still FreeSpace Upgrade project. Modded stuff is found in FS Modding forum, and I'll be more than happy to help on how to find and use for example old normal maps if you prefer them.

Also... stuff from FS Modding often ends up into MediaVP's in one shape or form, especially if it upgrades stuff that appears in Retail FS2. So if you have a vision that deeper tiles would look better on Sobek/Hatshepsut, you can go there, find information on how to make normal maps, and make fixed versions (without tile outlines) of the deep seamed old normal maps, and if enough people prefer them to mine, I don't have anything against them being used in the next set of MediaVP's. :)


Goober: The MV_Complete exists because it can do without the lower detail effects (and, partly, maps) in Effects and Assets respectively, and just have the high-res/animated versions of them. So it's a bit smaller in total file size.

Masochism is also acceptable explanation. :lol:


Regarding lighting levels:

You should go and take a look at the wiki page about Command Line and how to edit lighting values; personally, I use the following custom cmdline lighting setup: -no_emissive_light -ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5

Remember though that the lighting values are even more a personal preference than normal maps. If you don't like my setup, read the Wiki and edit the individual lighting values to your hearts' contents to find settings that you like. ;)
« Last Edit: December 15, 2008, 03:41:39 pm by Herra Tohtori »
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Offline shiv

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Well... Why the hell are they so pink, not red? It's upgrade, not modding. FS2 ones were more reddish.
Are you planning to impove them to red colour in further versions?
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