BAW! Can't get ground plates to work.

BAW! Can't get ground plates to work.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

BAW! Can't get ground plates to work.

Post by Forboding Angel »

Would someone explain how to get the ground textures working, in noobspeak?
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Argh
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Joined: 21 Feb 2005, 03:38

Re: BAW! Can't get ground plates to work.

Post by Argh »

Code: Select all

useBuildingGroundDecal=1;
BuildingGroundDecalType=ConcretePad.dds; --alpha channel transparency, use DDS
BuildingGroundDecalSizeX=12;  --size in footprints
BuildingGroundDecalSizeY=12;
BuildingGroundDecalDecaySpeed=0.9;  --when owner Unit dies
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: BAW! Can't get ground plates to work.

Post by Forboding Angel »

I tried that. Does it have to be dds? Can tga or anything else be used?
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Argh
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Joined: 21 Feb 2005, 03:38

Re: BAW! Can't get ground plates to work.

Post by Argh »

I'm sure you can try TGA / PNG, but DDS is best.

Did you include the mipmaps? Always select "all" when generating mipmaps for DDS.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: BAW! Can't get ground plates to work.

Post by AF »

I hate to be a noob but do you have ground decals turned on?
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Argh
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Re: BAW! Can't get ground plates to work.

Post by Argh »

Gonna lol if that's it.
Master-Athmos
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Joined: 27 Jun 2009, 01:32

Re: BAW! Can't get ground plates to work.

Post by Master-Athmos »

If you're using DDS textures and it doesn't work try to write down ".DDS" as the ending - i.e. in capital letters. I in some cases had the strange effect that Spring wanted to have the ending written in capital letters in order to work...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: BAW! Can't get ground plates to work.

Post by Forboding Angel »

Only once in my life have I gotten anything in the DDS format to actually work on anything, which is why I would prefer to use TGA (atm I'm just trying to figure out how it looks, once I have things looking right then I'll try the dds thingy).

So wait, do I need to do something in modinfo to enable ground textures?

edit: sry, meant modrules
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: BAW! Can't get ground plates to work.

Post by Forboding Angel »

useBuildingGroundDecal= "1",
BuildingGroundDecalType = "towerdecal.png",
BuildingGroundDecalSizeX = "12", --size in footprints
BuildingGroundDecalSizeY = "12",
BuildingGroundDecalDecaySpeed = "0.9", --when owner Unit dies
ok so what am I doing wrong?

All infolog says is that it's removing the unit. No explanation. Why is it that infolog reporting gets worse with every spring version?

THis is the image I'm using: Image
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Forboding Angel
Evolution RTS Developer
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Re: BAW! Can't get ground plates to work.

Post by Forboding Angel »

NM, I got it:

Code: Select all

--  useBuildingGroundDecal = true,
--  BuildingGroundDecalType = "towerdecal2.png",
--  BuildingGroundDecalSizeX = 5,
--  BuildingGroundDecalSizeY = 5,
--  BuildingGroundDecalDecaySpeed = 0.9,
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Argh
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Re: BAW! Can't get ground plates to work.

Post by Argh »

Sorry, I figured you knew that I was using TDF notation.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: BAW! Can't get ground plates to work.

Post by lurker »

Can you please quote the infolog even if you already fixed it?


What do you mean, Argh, he converted from tdf just fine, except forgetting that numbers are.. numbers.
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Argh
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Re: BAW! Can't get ground plates to work.

Post by Argh »

useBuildingGroundDecal = true,
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lurker
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Joined: 08 Jan 2007, 06:13

Re: BAW! Can't get ground plates to work.

Post by lurker »

"1" is true.

Actually, it looks like it'll convert numbers; maybe he just had the filename wrong?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: BAW! Can't get ground plates to work.

Post by Forboding Angel »

Well technically, the filename was wrong. More exactly, it was in the wrong place. Made sense for ground decals to be in bitmaps, but apparently they go in unittextures.

Basically I looked up armalab in CA and maed copy pasta fixie.

The infolog literally said "removing x unit from x buildmenu" and that's it. Very much unhelpful.
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lurker
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Re: BAW! Can't get ground plates to work.

Post by lurker »

It says that when it's processing the builder and the buildee doesn't exist iirc. So it either gave no message at all or you missed it; can you look again? Or my memory is corrupt, possible.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: BAW! Can't get ground plates to work.

Post by Forboding Angel »

That's why I was so irritated, it didn't even say that the unit was being removed (like it normally does). All it had were the lines about it being removed from the buildtree.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: BAW! Can't get ground plates to work.

Post by Forboding Angel »

Another example:
LogOutput initialized.
Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm)
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
[CMyMath::Init] CPU SSE mask: 120, flags:
SSE 1.0: 1, SSE 2.0: 1
SSE 3.0: 1, SSSE 3.0: 0
SSE 4.1: 0, SSE 4.2: 0
SSE 4.0A: 0, SSE 5.0A: 0
using streflop SSE FP-math mode, CPU supports SSE instructions
using configuration source "D:\spring77b5\/springsettings.cfg"
OS: Microsoft (build 7100)
OS: WOW64 detected
Hardware: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+; 4095MB RAM, 8189MB pagefile
Using read-write data directory: D:\spring77b5\
Using read-only data directory: C:\Users\Forboding Angel\Documents\Spring\
Using read-only data directory: C:\ProgramData\Spring\
Scanning: C:\ProgramData\Spring\maps
Scanning: C:\ProgramData\Spring\base
Scanning: C:\ProgramData\Spring\mods
Scanning: C:\ProgramData\Spring\packages
Scanning: C:\Users\Forboding Angel\Documents\Spring\maps
Scanning: C:\Users\Forboding Angel\Documents\Spring\base
Scanning: C:\Users\Forboding Angel\Documents\Spring\mods
Scanning: C:\Users\Forboding Angel\Documents\Spring\packages
Scanning: D:\spring77b5\maps
Scanning: D:\spring77b5\base
Scanning: D:\spring77b5\mods
Scanning: D:\spring77b5\packages
Video mode set to 1920 x 1200 / 32 bit
[ 0] SDL: 1.2.10
[ 0] GL: 3.1.0
[ 0] GL: NVIDIA Corporation
[ 0] GL: GeForce 9600 GT/PCI/SSE2
[ 0] GLEW: 1.4.0
[ 0] Testing mode enabled; game over disabled.
[ 0] Connecting to local server
[ 0] Starting demo recording
[ 0] Using map CenterrockV12.smf
[ 0] Recording demo demos/local_20090807_191059_CenterrockV12_0.79.1.sdf
[ 0] Using script Empty script
[ 0] Using mod Evolution RTS - vdev
[ 0] Using mod archive evolutiondev.sdd
[ 0] Became player 0 (team 0, allyteam 0)
[ 0] Sound: OpenAL info:
[ 0] Sound: Vendor: Creative Labs Inc.
[ 0] Sound: Version: 1.1
[ 0] Sound: Renderer: Software
[ 0] Sound: AL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
[ 0] Sound: ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[ 0] Sound: Device: Generic Software
[ 0] Sound: Available Devices:
[ 0] Sound: Generic Software
[ 0] Sound: CSound(): Sucessfully parsed 4 SoundItems from gamedata/sounds.lua
[ 0] Parsing unit icons
[ 0] Parsing definitions
[ 0] WARNING: removed edronehangar unitDef, missing cob script
[ 0] WARNING: removed the "egunship3" entry from the "especialfactory" build menu
[ 0] WARNING: removed the "egunship3" entry from the "ebasefactory" build menu
[ 0] Loading all definitions: 0.197000
[ 0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[ 0] Loading map informations
[ 0] Opening map file
[ 0] Loading Map
[ 0] Loading detail textures
[ 0] Creating overhead texture
[ 0] Creating ground shading
[ 0] Loading tile file
[ 0] Reading tiles
[ 0] Reading tile map
[ 0] Creating projectile texture
[ 0] Number of damage types: 4
[ 0] Loading weapon definitions
[ 0] Sound: WAV file sounds/unitexplodemedium.wav has data length 291939 greater than actual data length 14768
[ 0] Sound: WAV file sounds/unitexplodesmall.wav has data length 291939 greater than actual data length 5526
[ 0] Loading unit definitions
[ 0] Inconsistant move data ground 0 Butcher
[ 0] WARNING: removed the "eflametank" entry from the "ebasefactory" build menu
[ 0] WARNING: removed the "eflametank" entry from the "especialfactory" build menu
[ 0] Loading feature definitions
[ 0] Generating trees
[ 0] Creating unit textures
[ 0] Initializing map features
[ 0] Couldnt find wreckage info treetype0
[ 0] Couldnt find wreckage info treetype1
[ 0] Couldnt find wreckage info treetype2
[ 0] Couldnt find wreckage info treetype3
[ 0] Couldnt find wreckage info treetype4
[ 0] Couldnt find wreckage info treetype5
[ 0] Couldnt find wreckage info treetype6
[ 0] Couldnt find wreckage info treetype7
[ 0] Couldnt find wreckage info treetype8
[ 0] Couldnt find wreckage info treetype9
[ 0] Couldnt find wreckage info treetype10
[ 0] Couldnt find wreckage info treetype11
[ 0] Couldnt find wreckage info treetype12
[ 0] Couldnt find wreckage info treetype13
[ 0] Couldnt find wreckage info treetype14
[ 0] Couldnt find wreckage info treetype15
[ 0] Couldnt find wreckage info geovent
[ 0] Unknown map feature type
[ 0] Reading estimate path costs
[ 0] Pathing data checksum: d3943a4c
[ 0] Creating sky
[ 0] Loading LuaRules
[ 0] gf1 = LuaRules/Gadgets/boxcollector.lua
[ 0] gf1 = LuaRules/Gadgets/commander_support.lua
[ 0] gf1 = LuaRules/Gadgets/controlvictory.lua
[ 0] gf1 = LuaRules/Gadgets/unit_icongenerator.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/boxcollector.lua
[ 0] gf2 = LuaRules/Gadgets/commander_support.lua
[ 0] gf2 = LuaRules/Gadgets/controlvictory.lua
[ 0] +++++++++++++++++++++++++++++++++++++++++++++++++++++++ nil!
[ 0] gf2 = LuaRules/Gadgets/unit_icongenerator.lua
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] Loaded gadget: IconGenerator <unit_icongenerator.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] ammobox, 0
[ 0] Loaded gadget: Box collector <boxcollector.lua>
[ 0] Loaded gadget: Control Victory <controlvictory.lua>
[ 0] Loaded gadget: ecommandtank support <commander_support.lua>
[ 0] gf1 = LuaRules/Gadgets/boxcollector.lua
[ 0] gf1 = LuaRules/Gadgets/commander_support.lua
[ 0] gf1 = LuaRules/Gadgets/controlvictory.lua
[ 0] gf1 = LuaRules/Gadgets/unit_icongenerator.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/boxcollector.lua
[ 0] gf2 = LuaRules/Gadgets/commander_support.lua
[ 0] gf2 = LuaRules/Gadgets/controlvictory.lua
[ 0] +++++++++++++++++++++++++++++++++++++++++++++++++++++++ nil!
[ 0] gf2 = LuaRules/Gadgets/unit_icongenerator.lua
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] Loaded gadget: IconGenerator <unit_icongenerator.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: Box collector <boxcollector.lua>
[ 0] Loaded gadget: Control Victory <controlvictory.lua>
[ 0] Loaded gadget: ecommandtank support <commander_support.lua>
[ 0] Loading LuaGaia
[ 0] Loading LuaUI
[ 0] This mod has locked LuaUI access
[ 0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[ 0] LuaUI: bound F11 to the widget selector
[ 0] LuaUI: bound CTRL+F11 to tweak mode
[ 0] Failed to load: camera_shake.lua (duplicate name)
[ 0] Loaded widget: Process <process.lua>
[ 0] Reloaded ctrlpanel with: LuaUI/evoctrlpanel4x3.txt
[ 0] Loaded widget: TweakedLayout <gui_tweakedlayout.lua>
[ 0] Loaded widget: HealthBars <unit_healthbars.lua>
[ 0] Loaded widget: LockCamera <camera_lockcamera.lua>
[ 0] Loaded widget: AdvPlayersList <gui_advplayerslist.lua>
[ 0] Loaded widget: BuildETA <gui_build_eta.lua>
[ 0] Loaded widget: Area Mex <unit_area_mex.lua>
[ 0] Loaded widget: CameraShake <camera_shake.lua>
[ 0] Loaded widget: Range Widget <unit_ranges.lua>
[ 0] Loaded widget: ReclaimInfo <gui_reclaiminfov099.lua>
[ 0] Loaded widget: Z Selector <unit_z_selector.lua>
[ 0] Loaded widget: Improved MetalMakers <unit_improved_metal_maker.lua>
[ 0] Loaded widget: Stockpiler <unit_stockpile.lua>
[ 0] Loaded widget: Display DPS <gui_display_dps.lua>
[ 0] Loaded widget: RadarAI <radarai.lua>
[ 0] <DefenseRange> Unknown mod, using BA settings. Good Luck!
[ 0] Loaded widget: Defense Range v4.13 <gui_defenserange.lua>
[ 0] Loaded widget: Ghost Radar v1.11 <unit_ghostradar.lua>
[ 0] Loaded widget: Attack AoE <gui_attack_aoe.lua>
[ 0] Extracted file "1.ogg" to directory "music"
[ 0] Extracted file "2.ogg" to directory "music"
[ 0] Extracted file "3.ogg" to directory "music"
[ 0] Extracted file "4.ogg" to directory "music"
[ 0] Extracted file "5.ogg" to directory "music"
[ 0] Extracted file "6.ogg" to directory "music"
[ 0] Extracted file "7.ogg" to directory "music"
[ 0] Extracted file "8.ogg" to directory "music"
[ 0] Extracted file "9.ogg" to directory "music"
[ 0] Loaded widget: Music <music.lua>
[ 0] Loaded widget: AllyCursors <gui_ally_cursors.lua>
[ 0] Loaded widget: CommandInsert <gui_commandinsert.lua>
[ 0] Loaded widget: QueueCopypasta <cmd_queue_copypasta.lua>
[ 0] UpdateWidgetCallIn: bad name: TweakKeyPress
[ 0] UpdateWidgetCallIn: bad name: TweakKeyRelease
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Loaded widget: EvoIceUI <gui_evoiceui.lua>
[ 0] Reloaded cmdcolors with: cmdcolors.tmp
[ 0] Loaded widget: SelectionCircle <gui_selectioncircle.lua>
[ 0] Loaded widget: Select n Center! <gui_center_n_select.lua>
[ 0] Loaded widget: CALayout <ca_layout.lua>
[ 0] Loaded widget: CustomFormations <unit_customformations.lua>
[ 0] LuaUI v0.3
[ 0] Finalizing...
[ 0] Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm)
[ 0] Build date/time: Jun 23 2009 20:02:52
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Player Player connected with number 0 (client version 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm))
[ 0] /cheat
[ 0] Cheating!
[ 0] GameID: a6c27c4a9110930a9c99e54897174d8b
[ 53] /give 1 eflametank
[ 53] Couldnt find wreckage info eflametank
[ 53] eflametank is not a valid unitname
[ 190] User exited
[ 190] Path cache hits 0 0%
[ 190] Path cache hits 0 0%
[ 190] Statistics for local connection:
Received: 1273 bytes
Sent: 2207 bytes
Why is flametank and gunship being removed?
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: BAW! Can't get ground plates to work.

Post by Caydr »

Units are only removed if they do not exist.

I hate to be a noob, but, did you make them? :mrgreen:

More seriously, make sure you have all these tags:

UnitName=ARMACSUB; <<< This is, uh... I think it's... well just make it the same as the FBI. Reasonably sure it needs to be there or else the world will explode. I think this one probably takes precedence if you have an FBI with a different filename.

ObjectName=ARMACSUB; << this is the extensionless name of the 3DO file or the extension'd name of the S3O file, for instance ObjectName=cougar.s3o;

BuildPic=ARMACSUB.DDS; << without a buildpic I dunno what'll show up, the game might theoretically remove the unit I guess

Just ask yourself: If I was a developer who intentionally adds undetectable cheating into my multiplayer-centric game, what would I make break my build menus?

Alternately send me all your files, especially ones containing secret gameplay ideas that are most easily stolen, and I'll figure out what's wrong for you. I'm just that nice of a guy.

There, I've done my halfassed community service for the day, I can go back to being a dick.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: BAW! Can't get ground plates to work.

Post by Master-Athmos »

Well Caydr he should be experienced enough to include them and afaik the units also once did work...
BuildPic=ARMACSUB.DDS; << without a buildpic I dunno what'll show up, the game might theoretically remove the unit I guess
The buildpic will just be plain white or just showing the button background image. Not exactly sure in which case happens what but it definitely won't result in removing the unit...
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