AO baked ground plates for your mod!
Moderators: MR.D, Moderators
Re: AO baked ground plates for your mod!
Got it working. Can xnormal be set to use GPU somehow?
Re: AO baked ground plates for your mod!
Sorry not afaik. It takes a couple of hours on my quad. Especially if you have a lot of pre made ground plates.
Re: AO baked ground plates for your mod!
It fails to process existing groundplates for me - for ZK:
dds exists and converted tga also exists. So where is the problem?
Code: Select all
Definition type is lua
fbi parsed factorycloak.lua
convert .\unittextures\asphalt512c.dds asphalt512c.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512c.tga factorycloak.lua
Definition type is lua
fbi parsed factorygunship.lua
convert .\unittextures\asphalt512c.dds asphalt512c.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512c.tga factorygunship.lua
Definition type is lua
factoryhover.lua : not static (mv 0.0 no mv: 0 waterline: 1
Definition type is lua
fbi parsed factoryjump.lua
convert .\unittextures\asphalt512c.dds asphalt512c.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512c.tga factoryjump.lua
Definition type is lua
fbi parsed factoryplane.lua
convert .\unittextures\asphalt512c.dds asphalt512c.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512c.tga factoryplane.lua
Definition type is lua
fbi parsed factoryshield.lua
convert .\unittextures\asphalt512.dds asphalt512.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512.tga factoryshield.lua
Definition type is lua
fbi parsed factoryspider.lua
convert .\unittextures\asphalt512.dds asphalt512.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512.tga factoryspider.lua
Definition type is lua
fbi parsed factorytank.lua
convert .\unittextures\asphalt512c.dds asphalt512c.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512c.tga factorytank.lua
Definition type is lua
fbi parsed factoryveh.lua
convert .\unittextures\asphalt512c.dds asphalt512c.tga
------ERROR!-------------------------------Unable to open preexisting groundplat
e file! asphalt512c.tga factoryveh.lua
Re: AO baked ground plates for your mod!
Fixed it, line 148 change to
Code: Select all
cmd='convert '+texdir+preplate+' '+texdir+preplate.partition('.')[0]+'.tga'
Re: AO baked ground plates for your mod!
Thanks, I fixed that bug as well, just forgot to post it here cause noone seemed to use the code. I just ran the bakes for other people.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: AO baked ground plates for your mod!
Code: Select all
Working in : C:\Users\yo momma\Documents\My Games\Spring\mods\evobake.sdd
Definition type is lua
fbi parsed eexperimentalfac.lua
plate sizes parsed successfully! 22 22 512
objtype s3o
header: (0, 353.0, 170.0, -0.0, 0.0, 0.0, 52, 0, 782322, 782345)
working on: eexperimentalfac.lua vertices: 20029 parts: 9
found .obj in xml
found .obj in xml
found .bmp in xml
"C:\Program Files (x86)\Santiago Orgaz\xNormal\3.17.0\x64\xnormal.exe" xnormalsettings.xml
Traceback (most recent call last):
File "C:\Users\yo momma\Documents\My Games\Spring\mods\evobake.sdd\aobaker.py", line 434, in <module>
img=Image.open(outfname.partition('.')[0]+'_ao_occlusion.bmp')
File "C:\Python26\lib\site-packages\PIL\Image.py", line 1952, in open
fp = __builtin__.open(fp, "rb")
IOError: [Errno 2] No such file or directory: 'eexperimentalfac_ao_occlusion.bmp'
Re: AO baked ground plates for your mod!
Im out of the country atm, but ill try to look into it. Did you apply the fix posted by licho?
Does 'eexperimentalfac_ao_occlusion.bmp' exist btw? (after running xnormal, ofc - does xnormal throw any errors) If so, is it next to aobaker.py?
Does 'eexperimentalfac_ao_occlusion.bmp' exist btw? (after running xnormal, ofc - does xnormal throw any errors) If so, is it next to aobaker.py?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: AO baked ground plates for your mod!
YesBeherith wrote:Im out of the country atm, but ill try to look into it. Did you apply the fix posted by licho?
Does 'eexperimentalfac_ao_occlusion.bmp' exist btw? (after running xnormal, ofc - does xnormal throw any errors) If so, is it next to aobaker.py?
No
No
Is what next to aobaker? Xnormal? Xnormal is an installer...
Re: AO baked ground plates for your mod!
If the eefac*.bmp does not exist, check the path in xnormalsettings.xml for that file.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: AO baked ground plates for your mod!
Well the path is right: C:\Users\yo momma\Documents\My Games\Spring\mods\evobake.sdd\eexperimentalfac_ao.bmp , the file just doesn't exist.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: AO baked ground plates for your mod!
*ahem* bump
Re: AO baked ground plates for your mod!
I request a bit more time, just got back from vacation. Does it fail for all units, or just that specific one? Does xnormal report any errors, or run for an oddly short amount of time?
Re: AO baked ground plates for your mod!
What other games other than CA and Evo are using this? It seems I can no longer play either and I was curious if this might be the cause.
Re: AO baked ground plates for your mod!
i didnt play since last release so i actually could forgot, but ba either i think
Re: AO baked ground plates for your mod!
BA uses this too.
Re: AO baked ground plates for your mod!
SA uses this too.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: AO baked ground plates for your mod!
hey behe, I dunno if you know this or not, but you can use absurdly small texture sizes for groundplates and they will still look great. For example, 64x64 is plenty enough to cover up to 8x8 or so.
And that one unit is all I have tried. The process of it running and failing is very quick.
And that one unit is all I have tried. The process of it running and failing is very quick.
Re: AO baked ground plates for your mod!
Thanks for the tip! But you will have to do some manual mask tweaking to get 64 by 64 right, cause I only have built-in masks for 128 to 512 sizes.
It seems your fac has a plate already defined, so burning a 512*512 plate should take quite a few minutes.
Because of this, I think xNormal is exiting early for some error - which may lie in it creating a corrupt .obj file.
Would you care to run xNormal as a standalone, and add the generated .obj file as a high and as low poly mesh into the program, and selecting AO from the bakes, and manually running the bake?
It seems your fac has a plate already defined, so burning a 512*512 plate should take quite a few minutes.
Because of this, I think xNormal is exiting early for some error - which may lie in it creating a corrupt .obj file.
Would you care to run xNormal as a standalone, and add the generated .obj file as a high and as low poly mesh into the program, and selecting AO from the bakes, and manually running the bake?
Re: AO baked ground plates for your mod!
BA,CA,Evo, and SA all now crash before the game finishes loading. Pretty sure ground plates are the cause. Not really sure if there's anything that there' anything that can be done about it but here's the infolog.
http://pastebin.ca/1968143
http://pastebin.ca/1968143
Re: AO baked ground plates for your mod!
What do you have ground scars set to in your springsettings?