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Black ground (aka Who put the lights out)

Posted: 11 Nov 2005, 19:48
by munch
OK since the new release I've found that in some maps all the ground is black, making them unusable.

It's kind of like the textures have virutally no light shining on them at all. On some maps, zooming up close I can just about see a bit of texture. The water overlays however are still fine, so on maps with water you get a few patches which aren't completlely black, the trees are also OK.

Pressing F4 makes no difference - I don't get to see the metal spots through the black

Pressing F1 makes no difference either (I have coloured shading switched off)

However the minimap still looks fine and pressing either F1 or F4 has the correct effect on it.

For me the maps that I've found I have problems with so far are:
- Greenhaven (sad because I love that map)
- Eurogreen
- Ancient Arena

I've been fine on:
- Small Divide
- The Pass
- Spare Wood
- Baller Burg(en)

However I bumped into somebody else in the battleroom who'd had the same problem on The Pass, but didn't have a problem on Ancient Arena.

Please can we fix this! Shout up if you've had the same problem =)

Ta

Munch

Posted: 11 Nov 2005, 23:58
by Aun
Same problem. Happens on comet catcher for me as well. I was also annoyed to see it with greenhaven. :| Redhaven works though.

EDIT: Happens on Prime too. Very annoying...

Posted: 12 Nov 2005, 04:20
by diggz2k
Monolith is also dark

Posted: 12 Nov 2005, 07:04
by Gnomre
I think it's fog problems. Check the SMDs of the maps, is FogStart either 1 or 0? I know secure was having this problem on Ashpen, except it was all white until you zoomed in really far...

Posted: 12 Nov 2005, 15:32
by munch
Gnome wrote:I think it's fog problems. Check the SMDs of the maps, is FogStart either 1 or 0? I know secure was having this problem on Ashpen, except it was all white until you zoomed in really far...
Is the fog support new with the latest release? I ask because this is something that has broken between 0.65b2 and 0.66b1 - we never had a problem with it previously - all these maps were perfectly usable prior to the current release.

Munch

Posted: 12 Nov 2005, 23:03
by Aun
Can anyone shed some light on the problem? Anyone? (BUMP)

Posted: 12 Nov 2005, 23:57
by Min3mat
try increasing viewdistance? home/end keys

Posted: 13 Nov 2005, 00:18
by Aun
Min3mat wrote:try increasing viewdistance? home/end keys
No luck.

Posted: 13 Nov 2005, 03:15
by Chocapic
can anyone get an answer to this ?

Posted: 13 Nov 2005, 18:37
by AF
When playtesting, I used to do brazillian battlefields over and voer again. Oneday i laoded it up and half the map had a black texture with a bti in the middle that was blocks of texture and black mixed in.

Upon reloading the map went back to normal and I never saw the bug again.

Posted: 13 Nov 2005, 20:15
by Min3mat
reinstall the map? by deletign the smd in maps folder and redling? or is it all maps? ( :shock: )

Posted: 13 Nov 2005, 21:18
by jcnossen
It's a hard bug to fix. I've asked SJ if he had changed any map rendering code between 0.65b2 and 0.66b1, but he hasn't. I have not changed any rendering code at all in that period.
The only thing I can think of is that unit rendering code is somehow not cleaning up the rendering states correctly. I didn't work on the unit drawing, so I've asked SJ if he could take a look on it, and he will once he has time.
For information, what rendering settings are you people using? Drawing with shadows will use a different unit drawing render path than the non-shadowed drawing.

Posted: 13 Nov 2005, 22:25
by Aun
I tried all the different settings and had no change :?

EDIT: Some parts of the map show up on 4B_facility, but don't change with view modes (metal map, height map etc.)...

Image

Posted: 14 Nov 2005, 05:03
by Caydr
I've seen those metal textures before... Rather cheap, to not even modify stock images.

Posted: 14 Nov 2005, 05:35
by Chocapic
full reinstalling the map does absolutely nothing , and ive tried with every configuration (shadows on/off, dynamic clouds on/off, reflective water on/off, etc...) and it doesnt change, so something in the code mas have changed from 65b2 to 66b1.

Posted: 14 Nov 2005, 11:17
by mufdvr222
I have the same problem with every map I have tested so far.

Image

Minimum

Posted: 14 Nov 2005, 14:47
by munch
Zaphod wrote: For information, what rendering settings are you people using? Drawing with shadows will use a different unit drawing render path than the non-shadowed drawing.
Minimal graphics settings for me - shadows off as my hardware doesn't support them. The only thing not set to minimum is Terrain LOD distance, which I have set to max (as I hate seeing the terrain change shape as you move around the map in TotalWar/FPS/Rotatble Cam mode).

I'm sorta glad I'm not the only one having this problem (sorry for you guys, but at least it should get fixed fairly soon seeing as it's so major).

If the terrain rendering hasn't changed as you say then the new unit rendering code has got to be the main suspect. But then again maybe it's just an array bounds overrun in a completely different part of the code. You can imagine it can't you - the delicate textures getting overwritten by a huge block of zeros. Don't you just love C++?

Cheers

Munch

Posted: 15 Nov 2005, 00:59
by Chocapic
i did find something "interesting" or at least it was interesting to me wich was that the map is loaded correctly with the correct colors and things and then it turns out all black.
i can see the map changing for a really small time like 0.1 seconds or so.
its like a flash.

Posted: 15 Nov 2005, 07:16
by mufdvr222
I re installed spring from scratch but its still buggy, here are my video settings which I have never changed, at least not in recent months :|

Image

Posted: 15 Nov 2005, 17:51
by jcnossen
i did find something "interesting" or at least it was interesting to me wich was that the map is loaded correctly with the correct colors and things and then it turns out all black.
i can see the map changing for a really small time like 0.1 seconds or so.
its like a flash.
That's very interesting, especially since units are drawn after the map. It's very well possible that unit rendering cleanup doesn't clean everything up and will mess up the map rendering the next frame.