[Resource] ADCK's Behemoths

Discussion and information relevant to creating special missions, new ships, skins etc.

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ADCK
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Post by ADCK »

JazHaz wrote:
Not having a good session!

Firstly found a bug with Wyvern's new ACS OXP, which he has just fixed! :wink:

Went back to my paused session and hyperspaced to the next planet on my route, and found one of the new ADCK Destroyers. Unfortunately, it doesn't look right! Yes, I don't run shaders, but it should look a bit better than this:

Image
(click on the image to view in Flickr, and to view larger - click on All Sizes button)

EDIT: here's a side view of the same ship (turned the HUD off):

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Was there anything about it in the log? It certainly shouldn't look like that, and everything seems to be fine with it in the files...
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Post by JazHaz »

ADCK wrote:
JazHaz wrote:
Went back to my paused session and hyperspaced to the next planet on my route, and found one of the new ADCK Destroyers. Unfortunately, it doesn't look right! Yes, I don't run shaders, but it should look a bit better than this:

Image
Was there anything about it in the log? It certainly shouldn't look like that, and everything seems to be fine with it in the files...
Found some likely candidates (also maybe a problem with your Bulk Haulers too?):

Code: Select all

[files.notFound]: ----- WARNING: Could not find texture file "bhmTurret_skin.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "bh01hull.png". Used default no textures material instead.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x1039df88>{"Super Bulk Hauler" "Super Bulk Hauler" ID: 360 position: (-15940.9, -3238.23, 301820) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 3, expected 0. This is an internal error, please report it.
[bigShips_populator]: 2 big trader(s) added to the Bisoaton system.



[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xb2c7970>{"Navy Viper" ID: 705 position: (2497.11, 61979.5, 308017) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xb2caf78>{"Navy Viper" ID: 706 position: (1928.51, 61959.7, 308119) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xa931ff0>{"Super Bulk Hauler" "Super Bulk Hauler" ID: 707 position: (-13997.7, 27153.9, 532935) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 3, expected 0. This is an internal error, please report it.
[bigShips_populator]: 1 big trader(s) added to the Ririor system.
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by Cmdr James »

Case sensitivity problem?
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Post by JazHaz »

Cmdr James wrote:
Case sensitivity problem?
Can't be, not running Linux! :wink: :twisted:
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Post by Cmdr James »

Linux isnt the only case sensitive OS. What are you running, and did you check to see if the "missing" files are there, and if they are spelled exactly the same?

EDIT: Well, I downloaded and checked, and from what I can se there is no bhmTurret_skin.png but rather a adck_bhmTurret_skin.png and I dont see bh01hull.png in the OXP at all, I guess it is meant to be loaded from another OXP?
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Post by JazHaz »

Cmdr James wrote:
Linux isnt the only case sensitive OS. What are you running, and did you check to see if the "missing" files are there, and if they are spelled exactly the same?

EDIT: Well, I downloaded and checked, and from what I can se there is no bhmTurret_skin.png but rather a adck_bhmTurret_skin.png and I dont see bh01hull.png in the OXP at all, I guess it is meant to be loaded from another OXP?
Running Windows Vista, but don't think it's a case sensitivity issue with Oolite. Yeah those textures are missing as you say.
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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ADCK
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Post by ADCK »

JazHaz wrote:
Found some likely candidates (also maybe a problem with your Bulk Haulers too?):

Code: Select all

[files.notFound]: ----- WARNING: Could not find texture file "bhmTurret_skin.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "bh01hull.png". Used default no textures material instead.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x1039df88>{"Super Bulk Hauler" "Super Bulk Hauler" ID: 360 position: (-15940.9, -3238.23, 301820) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 3, expected 0. This is an internal error, please report it.
[bigShips_populator]: 2 big trader(s) added to the Bisoaton system.



[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xb2c7970>{"Navy Viper" ID: 705 position: (2497.11, 61979.5, 308017) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xb2caf78>{"Navy Viper" ID: 706 position: (1928.51, 61959.7, 308119) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0xa931ff0>{"Super Bulk Hauler" "Super Bulk Hauler" ID: 707 position: (-13997.7, 27153.9, 532935) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 3, expected 0. This is an internal error, please report it.
[bigShips_populator]: 1 big trader(s) added to the Ririor system.
The first two warnings shouldn't come up at all unless you have another oxp that uses the original behemoths as a master file.
The third warning is a bug in oolite itself that i believe is fixed in trunk.
The fourth and fifth warnings are bugs with the original gal navy, i think i can fix them.
The sixth warning is the same as the third.

None of these warnings have anything to do with the Destroyer unfortunatly, i think it might be a shader file issue that's been mentioned before, I'll look into it. But as you said you don't use shaders... curious... When the wiki is up i'll be able to do proper testing as I can grab the latest version of the original gal navy.
Cmdr James wrote:
Linux isnt the only case sensitive OS. What are you running, and did you check to see if the "missing" files are there, and if they are spelled exactly the same?

EDIT: Well, I downloaded and checked, and from what I can se there is no bhmTurret_skin.png but rather a adck_bhmTurret_skin.png and I dont see bh01hull.png in the OXP at all, I guess it is meant to be loaded from another OXP?
My oxp doesnt call for those textures at all. So am guessing another OXP is calling for them, I'll double check to see if I get the same bugs with vanilla-gal-navy + my behemoths as soon as the wiki is back up.

Jazhaz, do the Type 1 Behemoths (the rectangular ones with the dock at the front) have the right textures? As bh01hull.png is a texture used by type1 behemoths in the original behemoths and gal navy, oddly enough, its not complaining about the other textures missing for the type 1 (eg: bh01prong.png) And my OXP doesnt even use these textures, AFAIK only the original Behemoths does, check to see if you have an older version of Behemoths still installed.

But none of this solves the mystery of the white texture on the Destroyer.
Is anyone else getting this issue?
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Post by JazHaz »

ADCK wrote:
Jazhaz, do the Type 1 Behemoths (the rectangular ones with the dock at the front) have the right textures?
Yes, they do!
ADCK wrote:
And my OXP doesnt even use these textures, AFAIK only the original Behemoths does, check to see if you have an older version of Behemoths still installed.
No not BehemothsOXP. Wondering if GalNavyOXP has Behemoths in it?
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by JazHaz »

ADCK wrote:
When the wiki is up i'll be able to do proper testing as I can grab the latest version of the original gal navy.
I have the latest GalNavy which is v5.2.2.

Have made a box.net download for you to grab it: http://www.box.net/shared/hvdftn3dgb
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by ADCK »

JazHaz wrote:
ADCK wrote:
And my OXP doesnt even use these textures, AFAIK only the original Behemoths does, check to see if you have an older version of Behemoths still installed.
No not BehemothsOXP. Wondering if GalNavyOXP has Behemoths in it?
GalNavy does, but they are only like_ships of the ones in behemoths If I remember right. No actualy ship entries for the behemoths there.

Thanks for the link, I'll see If i can reproduce the problem.
----
Edit

OK, just ran Oolite with only my behemoths and gal navy installed, works fine.

However, in the log file there was one bug I missed, one of the models has the wrong name.

It's a long shot, by try renaming "adck_mdock.dat" to "adckmdock.dat"
Located in the Oolite/addons/adcks_behemoths_v1.1.oxp/models

But I don't think that will fix it.

Oh and hold down shift until the cobra appears when starting oolite, but you probably knew that :P
----
Second Edit,

OK, going back over the thread to see if that helps, I can't help but notice this from your log:

Code: Select all

[files.notFound]: ----- WARNING: Could not find texture file "bh01hull.png". Used default no textures material instead.
Neither my Behemoths or the original Gal Navy have any mention of "bh01hull.png" in their plists, only the original Behemoths does.
Or it could be another oxp that has a copy and pasted Type 1 Behemoth in it, either way, your game is still looking for something that may conflict with Behemoths/GalNavy, or it could be that your cache was not properly flushed... (Make sure you flush the cache by holding shift until the spinning cobra appears)
But even then, that shouldn't effect the Destroyer, its a puzzling mystery!
----
Third and Fourth Edit

Hmm, what version of Oolite are you running, and what model graphics card do you use?
Can your PC handle 1024x1024 resolution textures? Maybe thats the issues, as the destroyer uses that size texture, if not, try resising "adck_destroyer.png" "adck_destroyer_e.png" "adck_destroyer_n.png" to 512x512 res.
(Paintshop/Photoshop can scale images, if you dont have them there's Gimp2 Image editing software that's free, or can even resize/resample with IrfanView also free and much more lightweight...
make sure you keep the images filesnames exactly the same, and in the same loaction, when saving.)
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Post by JazHaz »

ADCK wrote:
However, in the log file there was one bug I missed, one of the models has the wrong name.

It's a long shot, by try renaming "adck_mdock.dat" to "adckmdock.dat"
Located in the Oolite/addons/adcks_behemoths_v1.1.oxp/models

But I don't think that will fix it.
Done this, but you are probably right. It's probably a different bug! :wink:
ADCK wrote:

Code: Select all

[files.notFound]: ----- WARNING: Could not find texture file "bh01hull.png". Used default no textures material instead.
it could be another oxp that has a copy and pasted Type 1 Behemoth in it
Like Random Hits, but I don't think that has behemoths in it?
ADCK wrote:
Hmm, what version of Oolite are you running, and what model graphics card do you use? Can your PC handle 1024x1024 resolution textures? Maybe thats the issues, as the destroyer uses that size texture, if not, try resising "adck_destroyer.png" "adck_destroyer_e.png" "adck_destroyer_n.png" to 512x512 res.
1.73.4, and it's a crappy SiS Mirage on-board graphics chip. Don't think it can handle 1024, but I thought that Oolite will resize the textures anyway?

EDIT: Will resize the destroyers textures, but what size textures do you use for the other ships?
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by JensAyton »

JazHaz wrote:
1.73.4, and it's a crappy SiS Mirage on-board graphics chip. Don't think it can handle 1024, but I thought that Oolite will resize the textures anyway?
Yes and no. It will resize textures that are bigger than what the OpenGL implementation claims it can handle. This won’t catch all cases; for instance, you might have less than the required graphics memory (4 MiB + overhead) after frame buffers are taken into account. There is no standard way for an application to detect this.

You can force Oolite to use a smaller size by setting “max-texture-size” in your preferences file. Also, in reduced detail mode, textures bigger than 256 px to a side will be shrunk to half the size.
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Post by JazHaz »

Ahruman wrote:
JazHaz wrote:
1.73.4, and it's a crappy SiS Mirage on-board graphics chip. Don't think it can handle 1024, but I thought that Oolite will resize the textures anyway?
Yes and no. It will resize textures that are bigger than what the OpenGL implementation claims it can handle. This won’t catch all cases; for instance, you might have less than the required graphics memory (4 MiB + overhead) after frame buffers are taken into account. There is no standard way for an application to detect this.

You can force Oolite to use a smaller size by setting “max-texture-size” in your preferences file.
Yes, I do this. That's what I meant in my original quote.
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Post by ADCK »

Good Luck JazHaz, cause if that doesn't solve the mystery, I'm all out of ideas. :P

And you not having anything about the destroyer in your error log just confuses me, I've never seen a texture error like that not being mentioned in the log. And why only the destroyer, the new station and another thing use the same size textures, and have more detailed models...
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Post by Pluisje »

On my no shaders MacMini with Oolite 1.73.4 I ran into a whole bunch of non-textured ships on a Navy mission. The battle was great, but the ships were not what they could/should have been.

ADCK, could you try turning the shaders of on your system, if you haven't already tried that, to reproduce the effect? It might be that the basic texture is put on the model as a shader instead of a texture.

The ships that were textured looked great by the way! I really like this OXP.

Image
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