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Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 9:45 am
by ZygoUgo
http://www.mediafire.com/download.php?klbe237006ypikk
Hopefully this link works, there was a message about not being able to upload files, but then said it had uploaded :/ I'll give it a bash
EDIT.. Seems to work, hurrah!
EDIT.. Fixed, link updated!
EDIT..Yer, and again!
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 10:33 am
by Diziet Sma
Looking forward to checking them out!
One small thing though, the old "Upper-Case vs lower-case" problem that you
bumped into before, is back again.. in my log I see:
[size=150]05:23:05.013 [files.notFound]: ----- WARNING: Could not find texture file "ASTbPocmarked_norms&[color=#FF0000]p[/color]arallax.png"[/size].
It turns out the texture name has "parallax" capitalised, thus;
[size=150]ASTbPocmarked_norms&[color=#FF0000]P[/color]arallax.png[/size]
which Linux doesn't like.. (so far as it's concerned, "a" and "A" are not the same character) It doesn't matter which you use, but the way you
reference a filename must be consistent with the way the filename is actually written.
Right.. I'm heading off to rename the texture and try again..
Edit: yep.. that one reference was the only problem.. so I'm gonna go look for some Zygoroids..
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 11:13 am
by ZygoUgo
Thankyou, fixing!
Only one new model currently, want to have a proper look at Blenders texture painting next, hopefully that will solve my issues with making ships.
EDIT..Link updated
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 11:21 am
by Diziet Sma
Looks great! Got another wee problem for you though.. sorry..
Something got borked, because the shadow side is sunlit, and the sunlit side is in shadow.. (the boulders and splinters are correct, though)
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 11:28 am
by ZygoUgo
How very curious, don't have that problem on my system, maybe the upload got minced a bit, I'll have a look
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 11:37 am
by Diziet Sma
Possibly it's some kind of conflict with
Orbits.oxp or
Sensible Sun.oxp, both of which I'm using as well..
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 11:51 am
by ZygoUgo
Updated the link again, there was also an error with the new models having a p & P. I know absolutely nothing of shaders so I'm stumped as to why it appears like that :/
Try it now I've uploaded again, it was maybe the normal and parallax map not being called *shrug*
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 1:02 pm
by Diziet Sma
Nope.. still seeing the shadows on the wrong side. I could have sworn I did a "dump state" command, but I don't see it in the logs. However, I did find this:
Code: Select all
07:25:26.678 [files.notFound]: ----- WARNING: Could not find texture file "AST3_normals&Parallax.png".
07:25:26.937 [script.load.notFound]: ***** Could not find a script file named griff_spawn_biggerrock_chunk.js.
The missing texture is actually named"A
st3_normals&Parallax.
PNG", so it has lowercase where the .plist calls for uppercase, and uppercase where the .plist calls for lowercase.
I also found
specular_map = "AST3Specular.png";
where the filename is actually AST3Specular.
PNG
I'm off to see if fixing this helps, but thought I should report the current situation, anyway.
BRB
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 1:17 pm
by ZygoUgo
Lordy, where's the face-palm smiley
I'll re-upload it again!, Thanks for the spot!
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 1:28 pm
by Smivs
ZygoUgo wrote:Lordy, where's the face-palm smiley
Here you go
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 1:35 pm
by ZygoUgo
Well found Smivs
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 1:43 pm
by Cody
I see you're using the Oolite deployment trial build, ZygoUgo, which is the version I use for game-play.
Could a Dev please clarify if that version of Oolite is suitable for testing OXPs? I'm not too clear on which, if any, log errors are ignored/disabled.
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 2:30 pm
by Diziet Sma
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 6:23 pm
by cim
El Viejo wrote:Could a Dev please clarify if that version of Oolite is suitable for testing OXPs? I'm not too clear on which, if any, log errors are ignored/disabled.
There are some errors which won't be logged (or even be tested for) in a deployment build, and not having the debug console makes OXP testing more difficult, but any errors an OXP should be capable of generating should still get logged.
Re: Zygoroids fixed a bit :)
Posted: Mon Nov 12, 2012 6:30 pm
by Cody
cim wrote:El Viejo wrote:Could a Dev please clarify if that version of Oolite is suitable for testing OXPs? I'm not too clear on which, if any, log errors are ignored/disabled.
There are some errors which won't be logged (or even be tested for) in a deployment build, and not having the debug console makes OXP testing more difficult, but any errors an OXP should be capable of generating should still get logged.
Ah, thanks cim - reason I asked was I'm in test-pilot mode atm, and I had some things not working right last night, but there were no errors reported.
I switched back to the
normal Oolite 1.76.1 this afternoon just to be sure, though (and things are now
working right).