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Re: AO baked ground plates for your mod!

Posted: 07 Oct 2010, 00:05
by Licho
Got it working. Can xnormal be set to use GPU somehow?

Re: AO baked ground plates for your mod!

Posted: 07 Oct 2010, 11:00
by Beherith
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!

Posted: 07 Oct 2010, 12:40
by Licho
It fails to process existing groundplates for me - for ZK:

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
dds exists and converted tga also exists. So where is the problem?

Re: AO baked ground plates for your mod!

Posted: 07 Oct 2010, 12:42
by Licho
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!

Posted: 07 Oct 2010, 12:47
by Beherith
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.

Re: AO baked ground plates for your mod!

Posted: 15 Oct 2010, 07:51
by Forboding Angel

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'
Halp?

Re: AO baked ground plates for your mod!

Posted: 15 Oct 2010, 12:29
by Beherith
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?

Re: AO baked ground plates for your mod!

Posted: 15 Oct 2010, 19:07
by Forboding Angel
Beherith 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?
Yes
No
No
Is what next to aobaker? Xnormal? Xnormal is an installer...

Re: AO baked ground plates for your mod!

Posted: 16 Oct 2010, 12:09
by Beherith
If the eefac*.bmp does not exist, check the path in xnormalsettings.xml for that file.

Re: AO baked ground plates for your mod!

Posted: 16 Oct 2010, 22:00
by Forboding Angel
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.

Re: AO baked ground plates for your mod!

Posted: 18 Oct 2010, 17:06
by Forboding Angel
*ahem* bump

Re: AO baked ground plates for your mod!

Posted: 19 Oct 2010, 22:01
by Beherith
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!

Posted: 19 Oct 2010, 22:03
by oksnoop2
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!

Posted: 19 Oct 2010, 22:57
by Wombat
i didnt play since last release so i actually could forgot, but ba either i think

Re: AO baked ground plates for your mod!

Posted: 19 Oct 2010, 23:45
by Beherith
BA uses this too.

Re: AO baked ground plates for your mod!

Posted: 19 Oct 2010, 23:51
by Gota
SA uses this too.

Re: AO baked ground plates for your mod!

Posted: 20 Oct 2010, 15:00
by Forboding Angel
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.

Re: AO baked ground plates for your mod!

Posted: 20 Oct 2010, 15:19
by Beherith
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?

Re: AO baked ground plates for your mod!

Posted: 20 Oct 2010, 17:47
by oksnoop2
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

Re: AO baked ground plates for your mod!

Posted: 20 Oct 2010, 19:47
by FLOZi
What do you have ground scars set to in your springsettings?