Asteroids [NEEDS INTEGRATION]

Thinking about improving the Artwork in Vega Strike, or making your own Mod? Submit your question and ideas in this forum.

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Deus Siddis
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Re: Asteroids

Post by Deus Siddis »

chuck_starchaser wrote:Not so. Look at the magnetite speculars.
The pallasite speculars are spotted; but the light tone is waaay too light, IMO.
But the best thing for you would be to get them in-game and see the results.
Oh yeah, pallasite too. The nickel-iron on the pallasite (the part with high specular, same as the whole M-Types) has an albedo of .75.

Not sure what the albedo of actual nickel-iron is, though I'd be curious to know.

For an asteroid, realistically speaking, it would be as low as .22 it looks like. That I believe is from being cooked by cosmic rays for a long while though. A more disturbed asteroid in a more active field could be alot brighter.
Actually, only specular color in the specular textures is an accident in this pack. Looking at them now, it seems I forgot to desaturate one of the pallasite specular textures, but I think this is the only one.
Probably what I saw; can't find them now; thought I saw some light pinkish color somewhere.
There's a pinkish Andesine material in one of the layers of the source blend file in the pack. Wasn't baked out as a texture though, too close to the Purple Jadeite to be worth the extra resources I thought.
Well, sand IS chrystals, technically.
And technically, all reflections are specular.
The term "diffuse" is a graphics term, more than a physics term. "Diffuse lighting" (AKA Lambert) is a simplified model that
doesn't really exist in the real world. You see, the formula is dot( light_vec, normal_vec ), which is the cosine of the
angle between the light vector and the surface normal. Well, that's simply the amount of light arriving per unit of
surface area. IOW, Lambert assumes that photons arriving at the surface are reflected in perfectly random directions
in a perfectly hemispherical distribution. That's an absurdity; but it sort of works for "matte" materials, which typically
have microtopology in the surface so complex that light may bounce several times before it comes out again; which
is why the distribution is "kinda" random. So "diffuse reflectivity" you won't find it in a physics book; it's a Computer
Graphics hack, is all it is. Basically it models reflectivity of materials where light bounces more than once before
coming out. But that's precisely the case with sand, for the most part: Made of chrystals, all very specular, but because
of the complexity of all these chrystals piling on randomly, most of the light hitting sand bounces from one chrystal to
another, reflecting, refracting; and when it comes out it comes out pretty much in any random direction.
Yeah that was my understanding. With the "crystal" texture sets, my thinking was they are composed of larger crystals mixed in with smaller more pulverized crystals and surface damage. The former contributes more specular and the later more diffuse.
I did all of those things and it worked- my asteroids meshes were in-game. But they lacked textures of any kind. Maybe it was just my old graphics card, because pyramid did seemed to indicate he got them to work for himself.
Damn!
Yeah that's what I said. :)
Though since then I do have some access to a considerably more powerful machine, so that might shed some light.
chuck_starchaser
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Re: Asteroids

Post by chuck_starchaser »

Try it. If it doesn't work, send me the details of what you did to put them in,
and if I don't spot the error I'll try to duplicate your procedure and see
what I get.
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Re: Asteroids

Post by Deus Siddis »

chuck_starchaser wrote:Try it. If it doesn't work, send me the details of what you did to put them in,
and if I don't spot the error I'll try to duplicate your procedure and see
what I get.
Well it looks like the other machine is another can of worms. Tried to get VS 0.5 running on it, but it hangs after the main menu when starting a new game, right after loading blink_20.png. Its a vista machine with two video cards and a quadcore, so I would guess there's a lot of places old 0.5 could be having trouble with it.
chuck_starchaser
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Re: Asteroids

Post by chuck_starchaser »

Vista is the can .. er... barrel of worms.
Check the PU help forum; we got an official sticky for how to run PU under Vista; and then
addendums and threads all over the place.
Did you check stderr.txt?
Someone recently had a resolution setting that his digital display didn't support, and it
resulted in a crash like the one you describe.
Deus Siddis
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Re: Asteroids

Post by Deus Siddis »

chuck_starchaser wrote:Vista is the can .. er... barrel of worms.
Check the PU help forum; we got an official sticky for how to run PU under Vista; and then
addendums and threads all over the place.
Did you check stderr.txt?
Someone recently had a resolution setting that his digital display didn't support, and it
resulted in a crash like the one you describe.
Okay, apparently it was only crashing at full resolution, I tried it at 1024x768 and it stopped hanging.

However, mesher doesn't work on Vista, so I had to make the conversions from my old XP machine.

Then I replaced the llama with one of the converted asteroids with textures, but I got the same issue on this machine as well- no textures.

I think I'm out of ideas.
chuck_starchaser
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Re: Asteroids

Post by chuck_starchaser »

Could you post
  • a) the header part of your xmesh, and
  • b) stderr.txt?
Also, what version of the engine are you using?
Deus Siddis
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Re: Asteroids

Post by Deus Siddis »

I have been using 0.5.0 (stable) for this.

The xmesh header:

Code: Select all

<Mesh texture="stype_asteroid1_diffuse.png" texture1="stype_asteroid1_specular.png" texture4="stype_asteroid1_normal.png" scale="1.000000" reverse="0" forcetexture="0" sharevert="1" polygonoffset="0.000000" blend="ONE ZERO" alphatest="0.000000" >
The stderr (with asteroid mesh replacing local asteroids and llama):

Code: Select all

GOT SUBDIR ARG = 
Found data in ..
Using C:\VegaStrike\Vegastrike-0.5.0 as data directory
USING HOMEDIR : C:\VegaStrike\Vegastrike-0.5.0/.vegastrike-0.5.0 As the home directory 
CONFIGFILE - No config found in home : C:\VegaStrike\Vegastrike-0.5.0/.vegastrike-0.5.0/vegastrike.config
CONFIGFILE - No home config file found, using datadir config file : C:\VegaStrike\Vegastrike-0.5.0/vegastrike.config
MISSION_NAME is empty using : main_menu.mission
'import site' failed; use -v for traceback
running import sys
print sys.path
sys.path = [r"C:\VegaStrike\Vegastrike-0.5.0\modules\builtin",r"C:\VegaStrike\Vegastrike-0.5.0\modules",r"C:\VegaStrike\Vegastrike-0.5.0\bases"]
testing VS randomrunning import sys
print sys.path
OpenGL Extensions supported: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GL_Autodesk_valid_back_buffer_hint 
OpenGL::GL_EXT_compiled_vertex_array unsupported
OpenGL::Accurate Fog Distance supported
OpenGL::Generic Texture Compression supported
OpenGL::S3TC Texture Compression supported
OpenGL::Multitexture supported (4 units)
OpenGL::TextureCubeMapExt supported
OpenGL::S3TC Texture Clamp-to-Edge supported
OpenGL::S3TC Texture Clamp-to-Border supported
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Special/EmptyFOUND MODIFICATION = player FOR PLAYER #0
warning: Not importing directory 'C:\VegaStrike\Vegastrike-0.5.0\bases\fixers': missing __init__.py
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Crucible/Cephid_17
 Next To: Crucible/17-ar
 Next To: Crucible/Cardell
 Next To: Crucible/Cephid_17
 Next To: Crucible/Enyo
 Next To: Crucible/Cephid_17
 Next To: Crucible/Oldzieydot 0.203893dot 0.998277Asking to undock
Asking to undock
Asking to undock
Asking to undock
Asking to undock
chuck_starchaser
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Re: Asteroids

Post by chuck_starchaser »

Can't see nothing...
Except, it says the gpu has only 4 texture units... That should just suffice for the roids,
(3 textures + environment) but it's a bit worrisome. Actually, it shouldn't suffice; just
because there's no glow map specified doesn't mean the engine doesn't provide a
default one. Do other things --like ships-- show okay? I'm not sure if lack of sufficient
texture units should automatically result in multi-pass rendering or in failure. But I see
no shader loading info in stderr.txt. Maybe I'm misremembering and it's supposed to
be in stdout.txt... Could you post that one?
What's your GPU? And what shader do you have specified in vssetup?
Also, the xmesh header looks kind of skinny... Is that the whole header you posted?,
or just what you thought was important? It shoud be like 15 or 20 lines long.

EDIT:
And I'm not sure if the version of mesher that Pyramid's Unit Converter uses is for
0.5 stable or for (then) current svn trunk...

EDIT2:
You mentioned the machine has two videocards... Maybe you're plugging into the
evil one.
Deus Siddis
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Re: Asteroids

Post by Deus Siddis »

chuck_starchaser wrote:Can't see nothing...
Except, it says the gpu has only 4 texture units... That should just suffice for the roids,
(3 textures + environment) but it's a bit worrisome. Actually, it shouldn't suffice; just
because there's no glow map specified doesn't mean the engine doesn't provide a
default one. Do other things --like ships-- show okay?
Oh sorry, that is ithe old XP machine's log, with a wimptastic 64mb video card from '02. :shock:

The Vista machine has no such limitation though, with two high end 1gig video cards.

The two machines are like night and day they are at such opposite ends of the technology spectrum, but both have the exact same issue with the asteroids- not textures. So it can't be a lack of video card power.

And yeah, everything else seeems to work fine in-game on both machines.
I'm not sure if lack of sufficient
texture units should automatically result in multi-pass rendering or in failure. But I see
no shader loading info in stderr.txt. Maybe I'm misremembering and it's supposed to
be in stdout.txt... Could you post that one?

Code: Select all

Windows version 5 1
Vega Strike  
See http://www.gnu.org/copyleft/gpl.html for license details.

Using .vegastrike-0.5.0 as the home directory
Found MODDIR = C:\VegaStrike\Vegastrike-0.5.0/mods
DATADIR - No datadir specified in config file, using ; C:\VegaStrike\Vegastrike-0.5.0
SIMULATION_ATOM: 0.05
['C:\\VegaStrike\\Vegastrike-0.5.0\\bin\\python25.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\VegaStrike\\Vegastrike-0.5.0\\bin']
['C:\\VegaStrike\\Vegastrike-0.5.0\\modules\\builtin', 'C:\\VegaStrike\\Vegastrike-0.5.0\\modules', 'C:\\VegaStrike\\Vegastrike-0.5.0\\bases']
Setting Screen to w 1024 h 768 and pitch of 4096 and 32 bpp 4 bytes per pix mode
0 joysticks were found.

The names of the joysticks are:
Reading from socket 7
FactionXML:LoadXML factions.xml
Contents of star system:
<system name="Empty" background="backgrounds/black" nearstars="0" stars="0" starspread="0"  y="0" z="0" x="0">

</system>



refusing to bind command to joystick (joy-nr too high)
CREATING A LOCAL SHIP : dumbfire
Hi helper play 0
HereInitializing optimizer
pox 119990000000.000000 -9000000.000000 -109990000000.000000
Force feedback support disabled when compiled
Loading completed, now network init
Loading active missions True
  IS NOW AT  Special/Empty

Launching bases for Special/Empty
Launching units for Special/Empty
conditioning
nonzeroing
finding quest
quest_drone
UNIT HAS DIED: dumbfire dumbfire (file dumbfire)
Found ship named : Llama.begin
Faction not found assigning default one : privateer !!!
	Exiting ReadSavedPackets
Error: Cannot Open Unit Llama.begin from save file New_Game.
Contents of star system:
<system name="Cephid_17" background="backgrounds/green" nearstars="500" stars="1000" starspread="150" scalesystem="1000">

<Light>

	<ambient red="0.000000" green="0.000000" blue="0.000000"/>

	<diffuse red="0.866025" green="0.853710" blue="0.667231"/>

	<specular red="1.000000" green="0.971760" blue="0.593597"/>

</Light>

<Light>

	<ambient red="0.000000" green="0.000000" blue="0.000000"/>

	<diffuse red="0.866025" green="0.455290" blue="0.345211"/>

	<specular red="1.000000" green="0.276385" blue="0.158894"/>

</Light>

<Asteroid name="" file="AFieldJumpThin" ri="0.000000" rj="0.000000" rk="0.000000" si="0.000000" sj="0.000000" sk="0.000000" x="-81750376.000000" y="-30150176.000000" z="-70781912.000000"  />

<Planet name="JumpTo17-ar" file="jump.png" ri="0.000000" rj="0.000000" rk="0.000000" si="0.000000" sj="0.000000" sk="0.000000" radius="2.00000000" x="-81750376.000000" y="-30150176.000000" z="-70781912.000000" alpha="ONE ONE" destination="Crucible/17-ar" faction="klkk"  >

</Planet>

<Planet name="Cephid_17 A" file="stars/white_star.png" ri="0.000000" rj="0.000000" rk="0.000000" si="0.000000" sj="0.000000" sk="0.000000" radius="746000.000000" x="0" y="0" z="0"  Red="0.950000" Green="0.928820" Blue="0.645198" ReflectNoLight="true" light="0">

	<Planet name="Atlantis" file="planets/oceanBase.png|planets/ocean.png" ri="120000000" rj="-8436.0" rk="-110000000" si="-120000000.000000" sj="-150000.000000" sk="110000000.000000" radius="5000.00312500" x="120000000" y="-10000" z="-110000000" year= "8000000000" day="80000"  >

	<Atmosphere file="sol/earthcloudmaptrans2.png" alpha="SRCALPHA INVSRCALPHA" radius="5020.00481875"/>

                <Fog>

                    <FogElement file="atmXatm.bfxm" ScaleAtmosphereHeight="1.000" red=".8" blue="1" green=".85" alpha="0.5" dired="1" diblue="1" digreen="1" dialpha=".5" concavity=".3" focus=".6" minalpha="0" maxalpha=".5"/>

                    <FogElement file="atmXhalo.bfxm" ScaleAtmosphereHeight="1.000" red=".8" blue="1" green=".85" alpha=".5" dired="1" diblue="1" digreen="1" dialpha=".5" concavity=".3" focus=".6" minalpha="0" maxalpha=".5"/>

                </Fog>



<!--	<Fog>

		<FogElement file="atmXhalo.xmesh" ScaleAtmosphereHeight="1.0"  red="0.900000" blue="0.900000" green="1.000000" alpha="1.000000" dired="0.900000" diblue="0.900000" digreen="1.000000" dialpha="1.000000" concavity="1" focus=".6" minalpha="0" maxalpha="0.7"/>

	</Fog> -->

		<Planet name="Phillies" file="planets/rock.png" ri="-468434.7" rj="-361541" rk="433559.750000" si="-412172.000000" sj="300463.5" sk="-498163.5" radius="1661.98062500" x="-468434" y="-361541" z="433559" year="80000000" day="498000.276794"  >

		</Planet>

		<Planet name="JumpToEnyo" file="jump.png" ri="234340.000000" rj="103060.007812" rk="920958.875000" si="471364.750000" sj="-517154.250000" sk="-62067.574219" radius="0.95771751" x="-1312920.250000" y="-717132.625000" z="1060315.625000" year= "80000000.750000" day="303.621857" alpha="ONE ONE" destination="Crucible/Enyo" faction="klkk"  >

		</Planet>

		<Planet name="JumpToCardell" file="jump.png" ri="-254216.593750" rj="-423678.437500" rk="-372411.875000" si="-455824.562500" sj="479803.437500" sk="-234697.656250" radius="1.30477371" x="997000.562500" y="-455441.750000" z="753232.687500" year= "80000000.500000" day="761.770081" alpha="ONE ONE" destination="Crucible/Cardell" faction="klkk"  >

		</Planet>

		<Unit name="Ataraxia" file="fighter_barracks" rj="-40000.593750" ri="-42.437500" rk="-47000.875000" sj="40000.562500" sk="47000" si="42" radius="130.477371"  x="-42" y="-40000" z="-47000" year= "4381063.5" day="761" faction="klkk"  >

		</Unit>

	</Planet>

	<Planet name="JumpToOldziey" file="jump.png" ri="141807924.000000" rj="43125792.000000" rk="10400903.000000" si="-3642116.500000" sj="-5128123.000000" sk="-141807924.000000" radius="2.63800079"  year= "7057770400.000000" day="536.628845" alpha="ONE ONE" destination="Crucible/Oldziey" faction="klkk"  >

		<Unit name="Plainfield" file="relay" ri="25000" rj="25000" rk="0.0" si="-26000" sj="-24000" sk="0.00" x="25000" y="25000" z="0.0" year= "8000000" faction="klkk">

		</Unit>

	</Planet>

	<Planet name="JumpToEverett" file="jump.png" ri="-20080682.000000" rj="42690276.000000" rk="157634672.000000" si="72114176.000000" sj="-61331199.000000" sk="-96111560.000000" radius="3.11738037"  year= "7778511200.000000" day="431.547974" alpha="ONE ONE" destination="Crucible/Everett" faction="klkk"  >

	</Planet>

	<Planet name="JumpToStirling" file="jump.png" ri="-182282287.000000" rj="-15947974.000000" rk="-23532624.000000" si="-31423934.000000" sj="94449516.000000" sk="-168381.671875" radius="2.10078888" x="77007976.000000" y="-28267140.000000" z="-51236048.000000" year= "3688542800.000000" day="212.563385" alpha="ONE ONE" destination="Crucible/Stirling" faction="klkk"  >

	</Planet>

	<Planet name="Cephid_17 B" file="stars/red_star.png" ri="0.000000" rj="7500000000.000000" rk="1500000000.000000" si="-1500000000.000000" sj="0.000000" sk="0.000000" radius="102620.000000" x="0" y="0" z="0"  Red="0.950000" Green="0.207289" Blue="0.119170" ReflectNoLight="true" light="1">

		<Planet name="Wiley" file="planets/molten.png" ri="-65226760.000000" rj="19793218.000000" rk="30020006.000000" si="23492010.000000" sj="-254089232.000000" sk="-116486856.000000" radius="3564.39250000" year= "9138671360.000000" day="721.044067"  >

			<Unit name="Serenity" file="MiningBase" rj="-25421.593750" ri="-22367.437500" rk="-27241.875000" sj="-25582.562500" sk="27980.437500" si="-23469.656250" radius="130.477371" x="997000.562500" y="-455441.750000" z="753232.687500" year= "93000000.500000" day="761.770081" faction="klkk"  >

		</Unit>

		</Planet>

		<Planet name="Broadway" file="sol/ganymede.png|planets/rock.png" ri="30215382.000000" rj="18258252.000000" rk="-30780302.000000" si="-52761992.000000" sj="-133019048.000000" sk="-130697848.000000" radius="4305.06218750" x="-37981648.000000" y="187513920.000000" z="42497932.000000" year= "7862598400.000000" day="652.678345"  >

		</Planet>

	</Planet>

</Planet>

</system>


UNIT HAS DIED: wormhole.stable wormhole (file wormhole.stable)
UNIT HAS DIED: wormhole.neutral.stable wormhole (file wormhole.neutral.stable)
UNIT HAS DIED: jump Jump (file jump)
UNIT HAS DIED: white_star White_Star (file white_star)
UNIT HAS DIED: ocean ocean (file ocean)
UNIT HAS DIED: rock Rocky (file rock)
UNIT HAS DIED: wormhole.stable wormhole (file wormhole.stable)
UNIT HAS DIED: wormhole.neutral.stable wormhole (file wormhole.neutral.stable)
UNIT HAS DIED: jump Jump (file jump)
UNIT HAS DIED: wormhole.stable wormhole (file wormhole.stable)
UNIT HAS DIED: wormhole.neutral.stable wormhole (file wormhole.neutral.stable)
UNIT HAS DIED: jump Jump (file jump)
UNIT HAS DIED: wormhole.stable wormhole (file wormhole.stable)
UNIT HAS DIED: wormhole.neutral.stable wormhole (file wormhole.neutral.stable)
UNIT HAS DIED: jump Jump (file jump)
UNIT HAS DIED: wormhole.stable wormhole (file wormhole.stable)
UNIT HAS DIED: wormhole.neutral.stable wormhole (file wormhole.neutral.stable)
UNIT HAS DIED: jump Jump (file jump)
UNIT HAS DIED: wormhole.stable wormhole (file wormhole.stable)
UNIT HAS DIED: wormhole.neutral.stable wormhole (file wormhole.neutral.stable)
UNIT HAS DIED: jump Jump (file jump)
UNIT HAS DIED: red_star red_star (file red_star)
UNIT HAS DIED: molten Molten (file molten)
UNIT HAS DIED: rock Rocky (file rock)
Loading active missions True
Special/Empty  IS NOW AT  Crucible/Cephid_17
Special
Showing splash screen!
Launching bases for Crucible/Cephid_17
Launching units for Crucible/Cephid_17
Python launched confed Franklin FG Kiev with 1 ships
Python launched confed Gawain FG Athlone with 8 ships
Python launched merchant_guild Plowshare.stock FG Christopher with 14 ships
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Unit file engine00 not found
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield03 percent 0.250000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield03 percent 0.250000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield03 percent 0.250000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield03 percent 0.257143
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield03 percent 0.250000
Python launched merchant_guild Plowshare.stock FG Piscataway with 18 ships
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield03 percent 0.257143
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield03 percent 0.257143
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield03 percent 0.250000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield03 percent 0.250000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Python launched merchant_guild Plowshare.stock FG Bruegel with 19 ships
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield03 percent 0.285714
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Engine engine00 percent 0.500000
Upgrading Shield dualshield01 percent 1.000000
Upgrading Shield4 quadshield01 percent 1.000000
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
Upgrading Shield2 level 0... percent=1.0
Upgrading Shield4 level 0... percent=1.0
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Python launched merchant_guild_citizen Ox FG Oakley with 2 ships
Got data from socket e
Reading from socket 7
Compiling python module modules/dj.py
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conditioning
nonzeroing
finding quest
quest_drone
Processing News
Compiling python module bases/launch_music.py
Got data from socket e
Reading from socket 7
Got data from socket e
Reading from socket 7
Got data from socket e
Reading from socket 7
ship destroyed-no flightgroup
UNIT HAS DIED: asteroid5 Asteroid (file asteroid5)
What's your GPU?
My GPU on the XP machine is a Quadro4 XGL 700

The Vista machine is using two Nvidia GeForce GTS 250
And what shader do you have specified in vssetup?
"Nicest Shader" on both.
Also, the xmesh header looks kind of skinny... Is that the whole header you posted?,
or just what you thought was important? It shoud be like 15 or 20 lines long.
This is everything it says before it goes into points and quads and then ends:

Code: Select all

<Mesh texture="stype_asteroid1_diffuse.png" texture1="stype_asteroid1_specular.png" texture4="stype_asteroid1_normal.png" scale="1.000000" reverse="0" forcetexture="0" sharevert="1" polygonoffset="0.000000" blend="ONE ZERO" alphatest="0.000000" >
<Material power="60.000000" cullface="1" reflect="0" 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="0.000000" Green="0.000000" Blue="0.000000" Alpha="1.000000"/>
	<Specular Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
</Material>
And I'm not sure if the version of mesher that Pyramid's Unit Converter uses is for
0.5 stable or for (then) current svn trunk...
I'm not using UC anymore, just straight mesher from cmd.exe.
You mentioned the machine has two videocards... Maybe you're plugging into the
evil one.
They are both the same on the vista machine and they seem to be working well in every other part of the game and every other demanding application. And then it is also having the same problem as my one card XP machine.
chuck_starchaser
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Re: Asteroids

Post by chuck_starchaser »

This is how a typical header goes, in my experience:

Code: Select all

<Mesh scale="1.0" reverse="0" forcetexture="0" sharevert="0" polygonoffset="0.0" blend="ONE ZERO" 
 texture="diff.png" texture1="spec.png" texture3="glow.png" texture4="norm.png" >
<Material power="50.0" 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="0.000000" Green="0.000000" Blue="0.000000" Alpha="1.000000"/>
	<Specular Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
</Material>
EDIT: Ah, it's there; just in a different order. Never mind.
Klauss is going to download your roids and try to make them work.
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Re: Asteroids

Post by Deus Siddis »

chuck_starchaser wrote:This is how a typical header goes, in my experience:

Code: Select all

<Mesh scale="1.0" reverse="0" forcetexture="0" sharevert="0" polygonoffset="0.0" blend="ONE ZERO" 
 texture="diff.png" texture1="spec.png" texture3="glow.png" texture4="norm.png" >
<Material power="50.0" 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="0.000000" Green="0.000000" Blue="0.000000" Alpha="1.000000"/>
	<Specular Red="1.000000" Green="1.000000" Blue="1.000000" Alpha="1.000000"/>
</Material>
Ah, it's there; just in a different order. Never mind.
And just for the record, I have tried them in both orders, just in case there was a difference. But both ways ended in the same result.
Klauss is going to download your roids and try to make them work.
:D
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Re: Asteroids

Post by Fendorin »

Any news??
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Re: Asteroids

Post by Deus Siddis »

Fendorin wrote:Any news??
Yes, the first version of the asteroid models and textures has been released. Click Here to Download.

Right now I'm just waiting for word from Klauss on if he has been able to get them fully working in-game.
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Re: Asteroids

Post by Fendorin »

did you note this point below:

Quoted from wiki:
Due to the way mesher handles command line options (separates different inputs by spaces), it will not allow to use folders or file names with spaces (as common on Windows). Should you be getting runtime errors during the conversion, you should rename your folder to something like "UnitName" or "Unit_Name_working_folder", i.e. substitute spaces with underscores "_". Do the same for the input files, i.e. "Unit_Name.obj".
Maybe it's mean all your working file need to be with no space???
i don't know i search too doing mesher/UC working for me but is not to good for my mood .
and i just read above mesher doesn't work with Vista........ then i projected to turn back my laptop too XP3.
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Re: Asteroids

Post by Deus Siddis »

Fendorin wrote:did you note this point below:

Quoted from wiki:
Due to the way mesher handles command line options (separates different inputs by spaces), it will not allow to use folders or file names with spaces (as common on Windows). Should you be getting runtime errors during the conversion, you should rename your folder to something like "UnitName" or "Unit_Name_working_folder", i.e. substitute spaces with underscores "_". Do the same for the input files, i.e. "Unit_Name.obj".
Maybe it's mean all your working file need to be with no space???
Yeah, I don't use spaces in file names for in game files for for just this reason- so many programs (like mesher) don't handle spaces in file names. So this isn't the issue.
i don't know i search too doing mesher/UC working for me but is not to good for my mood.
You run mesher in a way that is very strange, to us artists at least. You can't just double click it open and run it, you can only use it through your operating system's text command console or whatever they call it.

If you want, I could explain to you in detail how to get mesher to work as far as I have gotten with it, if you would like to be able to use mesher yourself to get your meshes in game. Because I understand how to use mesher enough to get models in game, I just don't understand how to get their textures to work in game.
and i just read above mesher doesn't work with Vista........ then i projected to turn back my laptop too XP3.
Well you should try it on Vista first, because it maybe just had a problem with my machine in particular and so might work on other machines that are using Vista, just not mine.
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Re: Asteroids

Post by chuck_starchaser »

Sorry, Deus; I thought of reminding Klauss about the Asteroids, but I got
selfish... Klauss is making progress with cube maps and I don't want to
spoil that in any way. Your asteroids WILL be put in-game eventually, I'll
make sure of it because I want them in PU; but right now the priority for
me is the graphics and CineMut, and I'm totally dependent on Klauss for
that.

[OT:]
For your entertainment, I've got a new feature for CineMut: Iridescence.
http://wcjunction.com/phpBB2/viewtopic. ... 1154#21154
Will make transparent oxides (like of chromium, stainless and titanium)
change color with angle realistically.
It's a TON of shader code, though; might not fit as is.
From an artist's angle, you'll be able to input a texture to LaGrande where
black means NO oxide layer (zero thickness) and white is 1000nm (1um).
If you paint some area gray on a shiny chrome pipe, for example, it will
give it a rust layer that looks yellowish at one angle, but blue or purple at
another angle, just like you might see on the hot parts of a bikes's chromed
exhaust pipes.
[/OT]
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Re: Asteroids

Post by Deus Siddis »

chuck_starchaser wrote:Sorry, Deus; I thought of reminding Klauss about the Asteroids, but I got
selfish... Klauss is making progress with cube maps and I don't want to
spoil that in any way. Your asteroids WILL be put in-game eventually, I'll
make sure of it because I want them in PU; but right now the priority for
me is the graphics and CineMut, and I'm totally dependent on Klauss for
that.
Sounds good.
[OT:]
For your entertainment, I've got a new feature for CineMut: Iridescence.
http://wcjunction.com/phpBB2/viewtopic. ... 1154#21154
Will make transparent oxides (like of chromium, stainless and titanium)
change color with angle realistically.
It's a TON of shader code, though; might not fit as is.
From an artist's angle, you'll be able to input a texture to LaGrande where
black means NO oxide layer (zero thickness) and white is 1000nm (1um).
If you paint some area gray on a shiny chrome pipe, for example, it will
give it a rust layer that looks yellowish at one angle, but blue or purple at
another angle, just like you might see on the hot parts of a bikes's chromed
exhaust pipes.
[/OT]
Spectrolite Asteroids! :mrgreen:
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Re: Asteroids

Post by chuck_starchaser »

HAHAHA, Indeed! Why the fuddle-duddle not?!
For small rocks, you could use the same meshes, but bake normalmaps that turn
them into layered rocks, rather than cratered; then put random dielectric thicknesses
on flat faces; each layer face having a flat thickness across it.
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Re: Asteroids

Post by Deus Siddis »

chuck_starchaser wrote: For small rocks, you could use the same meshes, but bake normalmaps that turn
them into layered rocks, rather than cratered;
I feel like when/if I get around to those, I should make them their own models that make them look more like broken-off fragments or something. Since they'd be smaller I shouldn't have the same texturing constraints, so I should be able to have more of them and therefor make each a little more unique looking.
then put random dielectric thicknesses
on flat faces; each layer face having a flat thickness across it.
Does that mean sub-surface scattering?
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Re: Asteroids

Post by chuck_starchaser »

Sub-surface scattering is a different algorithm. Basically you turn the
illumination of an object and, with a shader, in real time, bake a texture
of it in model UV space. Then use another shader to blur that texture;
each color by a different blur radius; so for human skin the red channel
gets blurred the most.
Then a third shader to use that blurred texture for lighting, instead of
the real lights. Simulates how skin and similar substances actually blur
light-shadow boundaries, which results from light entering the skin at
a lit place, and then re-emerging from a shadowed place, a few hairs
away.

My algorithm for iridescence is totally different: I computes phase
interference between light reflected off the outer surface of the dielectric
layer, and light reflected off the substrate. The distance the light travels
through the dielectric may span several wavelengths, so the two light
reflections can end up in phase or out of phase.
It's a single-pass algorithm, --just a subroutine of CineMut.

I was suggesting flat thicknesses across rock facets because varying
thicknesses would look more like the patterns on metal oxides, with
curvey kinds of rainbows; whereas on a rock you'd probably see more
straight rainbows. But you could vary the thickness as long as it were
in discrete steps, rather than continously.
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Re: Asteroids

Post by chuck_starchaser »

I'm getting ready to tackle the asteroids; would be good to have them for the upcoming release.
So, how exactly are they supposed to be packaged? One bfxm per roid? Where do they go?
Etceteras. In a nutshell. I think you've told me before; but I'm lazy to go back through the whole
thread.
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Re: Asteroids

Post by klauss »

Destructible roids are like a huge unit that has a lot of subunits with one mesh per roid.

Basically, the structure is:

Code: Select all

  main unit
       |
       +-- roid group 1
       |        |
       |        +--- roid 1
       |        .
       |        +--- roid n
       +-- roid group 2
       |        |
       |        +--- roid 1
       |        .
       |        +--- roid n
       +
       .
       +-- roid group m
                |
                +--- roid 1
                .
                +--- roid n
For n x m roids.

Each group should have the roids spatially groups, because the heirarchy is there for culling purposes (the engine will compute a bounding box for the unit and its subunits, and cull accordingly).

So a destructible roid system is made up of a couple of units:
  • The main asteroid field unit, with roids groups 1..m as subunits
  • The "roid group" unit, with roids 1..n as subunits
  • A number of roid types, which will be subunits of the roid group unit.
Actually, you can have several roid group types, if you want. I'm not sure the extra work involved pays off, but... you can.

When you mark a unit as an asteroid field in the .system xml file, the engine will randomize the rotational speed of its subunits, creating the movement in the asteroid field.

There was also a script for placing the subunits in place (randomizing their positions), but I forgot where it was.
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Re: Asteroids

Post by chuck_starchaser »

Okay, thanks; so I guess the work begins by creating one bfxm per roid model.
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Re: Asteroids

Post by klauss »

BTW, you can have nondestructible (ie: decorative) roids, where the mesh represents many asteroids already.

I'm not sure what the exact difference between them is, but the idea is, since you have one mesh for many asteroids, that they're a lot more efficient GPU-wise (the technique is called static instancing).

They have to be nondestructible since only entire asteroid groups would be destructible then. It would be weird firing at one and seeing a whole bunch going up in flames.
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Re: Asteroids

Post by chuck_starchaser »

Hmmm...
This is what I was worried about, --not the destructibility; but the feeling that there's more than one type of roid field.
Which type does the universe generator produce instances of?
This is the question; because there's no point working for days to implement a type of roid field that the engine
won't use.
I could try and find out, but I've flown around quite a bit and never met any roids, in vegastrike.
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