Tetxure compression problems

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loki1950
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Post by loki1950 »

Looks a bit fore shortened in that shot klauss 8)

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loki1950
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Post by loki1950 »

I don't know if this common but the Llama is invisible in this mornings build no show in the Atlantis docking bay and no see with "F6".

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Post by klauss »

Check your savegame and tell me if it says "llama" or "Llama" (caps).
I fixed a units.csv issue with caps, but maybe I broke it... I dunno... AFAIK, all keys should be lowercase...
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hellcatv
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Post by hellcatv »

someone did a weird thing and converted them all to caps not so long ago :-/
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loki1950
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Post by loki1950 »

Tried with one of the copies of unit.csv that i am working on and had a seg fault anyway it had the caps in the key values and stderr is full on could not finds for things it found before the first time i ran it this morning it could not open Llama.begin and the reference to llama in the save file is capitalized "Llama" .

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Post by klauss »

I made it back with caps on units.csv

I found that if you have the latest SVN (11479), wiping out your savegames does the trick of making all those messages go away.
However... I didn't have any important savegame. If you do... I'm not sure how a fix would work.
( that is, remove save/* and serialized_xml/* )
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loki1950
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Post by loki1950 »

Thx Klauss my save was just the first run 8)

Edit:did the trick now see the bump mapped llama :D :D
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Last edited by loki1950 on Sun Sep 02, 2007 10:59 pm, edited 1 time in total.
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Post by hellcatv »

actually klauss reverted it---the units.csv change to capitalization was intentional :-)
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ace123
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Post by ace123 »

So I have come across two issues with compressed sprites (I'm talking base/background sprites, not blinking lights).

First, I don't understand why sprites have mipmaps. They will never change size, so mipmaps are just wasted space.
For example:
patrick@patrick:~/vegastrike/data4.x/sprites/bases/Snow$ file *.png
bar.png: DDS Image data, 1024 x 1024, 11 Mipmaps,DXT5
concourse.png: DDS Image data, 1024 x 1024, 11 Mipmaps,DXT5
landing.png: DDS Image data, 1024 x 1024, 11 Mipmaps,DXT5
Second, on an intel graphics card, all sprites fail to render properly. They all show their mipmaps and have an overall corrupted look to them, whether it is base sprites or engines/lights on a ship.
The basecomputer looked like static... you couldn't even see the mipmaps there.
I believe that normal textures looked fine, however.

Unfortunately I'm not sure how to tell whether they were falling back to the software decompressor, or if that was the actual graphics card showing them that way (and in that case, why didn't it fall back to software?).
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Post by safemode »

the software compression for some reason stopped working after it was moved out to it's own function. It's almost guaranteed that that is the corruption you're seeing.


I created the files with mipmaps for simplicity's sake. I dont know what files get scaled and what dont, It should be a simple matter of re-outputting the files that are listed as never needing mipmaps to be without them. Most sprites are small so i doubt you'll see any noticable improvement but it doesn't hurt to trim fat.


I'm just getting back to reviewing things and seeing what's gone on over the little holiday. I really need to determine why software decompression is failing. That's first on my list.
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Post by klauss »

Just for the record, I'd put mipmaps on every DXT since it's pretty much the only way to be able to support runtime downsampling (grab smaller levels). Even if it isn't implemented right now, the data should be there.
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