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Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 22:36
by Argh
Well, then we're down to video hardware, etc., unless the bitmaps include stuff that isn't power-of-two, or other oddities.
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 22:38
by BlueTemplar
PURE works fine (except the sound problem).
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 22:42
by Argh
Ah. Well... maybe there are bitmaps that aren't power-of-two, or something else that's corrupting your graphics. I forgot, you're a Mac user on PPC hardware... they may be a lot more sensitive to such things, due to the older version of DevIL...
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 22:47
by BlueTemplar
But I replaced all the bitmaps in MA from those in BA!
And still, all the firing effects are looking wrong, even the comlaser (and I checked, the weapon and unit files are the same).
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 22:52
by [Krogoth86]
Well you can't replace those FX on that pics with files from BA because BA doesn't have them. The bugged laser is strange though. I'll have a look for non-power-of-two textures...
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 22:53
by Argh
But MA doesn't use all of the same bitmaps- it has a different list, etc. That means that TextureAtlas will be different. Try running Spring with the /t parameter (er, if that can even be done, on a Mac running OSX) to make a copy of TextureAtlas (it'll show up in the root of Spring, after running a game / mod). That may show you the textures that are getting corrupted, and give us a clue.
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 22:59
by [Krogoth86]
I just also found some non-power-of-two textures. I scaled them and attached them to this posting. So go ahead and copy those into the modfile (they just go in the \bitmaps directory)...
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 23:20
by BlueTemplar
Re: Mod Question Repository... Questions come in, answers go out
Posted: 26 Mar 2008, 23:35
by Argh
Hmm. Other than two textures for muzzleflames that are weird- note the white around them, where it should be black... I dunno.
Re: Mod Question Repository... Questions come in, answers go out
Posted: 27 Mar 2008, 00:18
by [Krogoth86]
Well if the atlas is from MA and really should show every bitmap then there are many missing...
Well looking at the infolog I guess you used BA when creating the atlas. Do it again with MA. Apart from that I find the first infolog line strange and I also have the feeling you use the newest ATI driver. If that's the case go back to version 7.11 because newer versions have problems with the new Spring version (although I've seen a thread which gave you some options in some Spring files to change which fixed that)...
Re: Mod Question Repository... Questions come in, answers go out
Posted: 27 Mar 2008, 01:34
by BlueTemplar
Hmm, when I ran it in command-line with -t, it didn't create an infolog...
Here's another 2 tests, one with -t, and one simply running spring, the infolog being from the latter.
http://www.2shared.com/file/3049189/224 ... chive.html?
It looks like -t only loads used textures...
About the drivers, I know, had a problem on another computer where spring would crash at startup, found some drivers on the net and it worked (but without shadows)...
I have the latest ATI drivers for mac, but they are from 2005 anyway, and are supposed to fix OpenGL problems, so...
Re: Mod Question Repository... Questions come in, answers go out
Posted: 27 Mar 2008, 01:45
by Argh
The option should be /t, not -t, sorry. And don't forget to clear out the previous copies of textureatlas before doing so, at least over here, I have to do that or I won't see the current one.
Re: Mod Question Repository... Questions come in, answers go out
Posted: 27 Mar 2008, 05:58
by BlueTemplar
It worked with -t

. Oh and btw, I managed to solve the static sound problem : only had to understand correctly what endianness was - if saved under 8 bit, there's no more an endianness problem!
AB (16 bit) <> BA, but A (8 bit) = A

Re: Mod Question Repository... Questions come in, answers go out
Posted: 27 Mar 2008, 06:02
by Argh
Excellent! Now I just have to make sound that doesn't suck

Re: Mod Question Repository... Questions come in, answers go out
Posted: 27 Mar 2008, 11:28
by [Krogoth86]
Well on those atlases there seem to be all the needed textures present. So I'd guess it has to be a strange driver / PPC problem but I can't really help you with that...
Re: Mod Question Repository... Questions come in, answers go out
Posted: 28 Mar 2008, 02:15
by BlueTemplar
Oh well... there are plenty of other mods...
I'm trying EE right now... some small AI problems, but nothing unworkable...
(BTW I have the same weapon graphics problem with Evolution RTS)
How to make a realistic steering system
Posted: 04 Apr 2008, 20:09
by rcdraco
In my mod, I want my cars to behave like cars, they can't turn at 0 speed, but they can turn tight at low speeds and looser at higher speeds. I think this would be an lua request, I'm just not sure exactly how I would set this up.
Re: Mod Question Repository... Questions come in, answers go out
Posted: 04 Apr 2008, 20:12
by [Krogoth86]
I need some help concerning the unit_replace gadget. First of all I'd like to know if it's possible to keep the units rotation when you want to play an "unsiege-animation" before a deployable unit gets mobile again. Right now (you can have a look at this for the Arm Vanguard in MA) I use three "units". The first one is the one built by the labs. The second one is the deployed unit with different weapons and without the ability to move. The third unit is more or a less a clone of the lab-one but it has the undeploying animation in its script (and in my recent version also some COB functions which prevent the unit from turning / moving the legs until the animation is done). My problem for this part now is that whenever a unit goes from siege to mobile mode its orientation gets turned towards south...
That's the first problem but there now is a much more serious one. I think it really is a bug in the gadget. Per accident I had one of my units in "Repeat On" mode while replacing it. The "funny" thing was that I suddenly get a clone of the unit this way whenever I gave such a replacing order. I then went ahead and tried it with that GD Heavy Artillery Tank from Expand and Exterminate and here I did get no cloning and everything seems to work except that you get an error message:
Code: Select all
LuaRules::RunCallIn: error = 2, CommandFallback, [string "LuaRules/Gadgets/unit_replace.lua"]:209: SetUnitRotation(): Bad unitID
Can anyone help me with that?
Re: How to make a realistic steering system
Posted: 04 Apr 2008, 20:46
by rattle
rcdraco wrote:In my mod, I want my cars to behave like cars, they can't turn at 0 speed, but they can turn tight at low speeds and looser at higher speeds. I think this would be an lua request, I'm just not sure exactly how I would set this up.
Can be done in COB as I've done something similar before.
Re: Mod Question Repository... Questions come in, answers go out
Posted: 04 Apr 2008, 23:36
by [Krogoth86]
Maybe another small note concerning the unit_replace problems:
When playing around with its behaviour in Expand and Exterminate I now also could brake deployment at all when having multiple deployable units. I don't know yet what exactly to do but while playing around with more than just one unit and turning repeat off after having deployed with repeat on "on" at some point breaks the gadget and you cannot deploy / undeploy anymore at all...
Couldn't reproduce it in MA yet though but there seems to be quite a difference in the gadget behaviour anyway...