I'm an idiot -- read this for problems w/ last patch

Discuss the Wing Commander Series and find the latest information on the Wing Commander Universe privateer mod as well as the standalone mod Wasteland Incident project.
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spiritplumber
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I'm an idiot -- read this for problems w/ last patch

Post by spiritplumber »

eep :oops: major goofup on my side -- be sure to:


- Run setup at least once.
- Run vegastrikeR.exe instead of vegastrike.exe
- If it still acts up, run the "reset universe' batch file.
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Post by chuck_starchaser »

Or should we rename vegastrike.exe to nogoodvs.xex and vegastrikeR.exe to vegastrike.exe? As Elohim mentioned, the setup calls vegastrike.exe automatically. Which is something that shouldn't happen, btw; unless setup.exe is renamed "setupandrunvegastrike.exe".
Spirit, how do I lower ambient light and increase starlight ("sunlight")?
This is frankly RIDICULOUS:

Image

We're looking at the shady side, here; believe it or not... :-(
There's so much ambient light I can't even tell if the emissive and specular textures are there or not.
Now please, we need this fixed like immediately. How can anyone work on texturing ships if the engine is screwing up the lighting completely? How can one tell if a ship is working or not?

Klauss, If new ship textures will have ambient light baked in, they need to have a way to turn ambient lighting off for themselves. And for the rest of ships and systems, ambient light should be a constant, tweakable by noone. Otherwise, lighting conditions can vary between the time a ship is textured and the time it's seen by a player, which isn't fair to texturers.
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Post by chuck_starchaser »

Allright, I'm an idiot too; --not that I'd insinuate the amount of ambient light isn't gallopingly absurd, but putting the values of Ambient color to zero in xmesh and meshering back gets rid of the stupid ambient light for the one unit.
But now that the dark side is restored, the glow texture shines by its absence. Donno why. This is my xmesh header section:

Code: Select all

<Mesh scale="1.000000" reverse="0" forcetexture="0" sharevert="0" polygonoffset="0.000000" blend="ONE ZERO" alphatest="0.000000"  texture="demon.jpg" texture1="demonPPL.jpg"  texture2="demonDMG.jpg"  texture3="demonGLO.jpg" >
<Material power="4.000000" cullface="1" reflect="1" lighting="1" usenormals="1">
	<Ambient Red="0.000000" Green="0.000000" Blue="0.000000" Alpha="1.000000"/>
	<Diffuse Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
	<Emissive Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
	<Specular Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
</Material>
but demonGLO.jpg is there, in the right folder; units/demon; and it opens in Gimp no problem. What the hell is going on?
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Post by klauss »

Your emissive setting is wrong - you don't want any emissiveness. If you're thinking it's necessary to make GLO work, it isn't. Setting an emissive color is like setting an ambient light color that is unaffected by the presence of ambient light (there are special lights in the scene that produce "ambient light" - ambient setting gets modulated by that, while emissive not - the calculation is like: Total Light = (N dot L * Dv * Dl + Al*Av + Ev) * Dt + (N dot R)^Shininess * Sl * Sv * St + Et, where DV = diffuse vertex (material), Dl = diffuse light, Al = ambient light, Av = ambient vertex, Ev = emissive vertex, N = normal, L = light vector (relative to vertex), R = reflection vector, Sl = specular color light, Sv = specular color vertex. Dt = Diffuse texel, St = specmap texel, Et = extra terrestrial (:lol:) - ok... Emissive texel (the glowmap). So you need Ev=0.
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Wing Commander Universe
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Post by chuck_starchaser »

Damn! Should have thought of that; I just assumed it'd modulate emissivity in the texture... I just sent you a PM before I saw your post here...
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Post by chuck_starchaser »

Turned glow to zero and it's better, but I still don't see the glow mask. What about alpha; I left that at 1, should it be zero?
Privateer Ferrius
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Post by Privateer Ferrius »

@Spirit: I dont have a vegastrikeR.exe from the zip :shock:
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Post by chuck_starchaser »

Ferrius; it looks like the executable we got with WCU is an old, buggy one. Klauss will confirm tonight. He says there used to be an executable in which glow maps weren't working, and looks like we got it. Gotta get back to work; later.
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Post by Privateer Ferrius »

I wonder if updating the executable with the latest VS one will make it work.
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Post by Privateer Ferrius »

Still no dice on the exe, even with your config, Chuck. Same error as before. (Cannot initialize properly)
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Post by chuck_starchaser »

Well, Klauss said he compiled last night and it's working fine, but he's very busy with work (real life) at the moment; hopefully he'll be able to release a patch soon. I'd try myself; I just dont know how one compiles a wcu executable; I believe it's not exactly in synch with VS, tho I could be wrong.
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Post by Privateer Ferrius »

Hopefully he gets a patch up soon, so I can stop using Privateer as my Demon's sandbox :mrgreen:
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