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Author Topic: 2016- New static objects + Retextures Pack - Part 8  (Read 30428 times)

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kiffy

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #24 on: February 16, 2016, 12:38:42 PM »

Thanks so much for the help Max!

However after trying all your tips the dogs are still not showing on the map...

Even though the dogs aren't visible the dogs are present in the game because if I taxi my plane over them the plane breaks apart.

A real pity because I really like the idea of having high quality dogs on the map.
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max_thehitman

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #25 on: February 16, 2016, 05:27:17 PM »

I am sorry Kiffy, I have no idea what to say to help your game.
You just cant have an invisible dog. That is weird  o_O Very strange.
Perhaps we need a "CAT" model to make the dog come out of hiding  ;D

I am using this model in the DBW-1916 and the 4.10 DBW game version.
Its working ok in these games.
Perhaps there is some type of conflict wih another model, although this one
is a new model and should not be having any conflicts with any other static-models.

Its very rare these things happen with Static-models, but it can happen to some game versions.
For example,
I re-textured and did some new skins for those new British Horsa-Gliders from D-Day
and they all show up in my game.
But on some peoples games they did not show in view  o_O very strange.
These are just static models.

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BMS

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #26 on: February 17, 2016, 10:35:23 AM »

I have installed in DBW and these are amazing!!   Big thanks
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Epervier

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #27 on: February 17, 2016, 11:07:13 AM »

Although I do have a problem with the dogs, they are invisible when added to the map...
Hi and welcome !

Again and again the same answer!

Post your log file please:

Read how to get the log here, and the instant log here.

Important: read here which part(s) from the log to post
and how to post it. (code option!)

***************************************

Note: you can not post a link until you have 5 posts on your counter!
(this is a protection against spam bots)

***************************************
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SAS~Malone

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #28 on: February 17, 2016, 11:16:21 AM »


I re-textured and did some new skins for those new British Horsa-Gliders from D-Day
and they all show up in my game.
But on some peoples games they did not show in view  o_O very strange.


funny you should mention that. Max - i was going through my static recently (the viewer) and when i scrolled to the Horsa, the screen went sort of strange (hard to explain - the viewer disappears, and the window menu's appear halfway down the page, and you can't select any options, all you can do is quit the game.)
it is strange, and my guess is it only happens to some just because of their particular graphics setup?
as a clue, though, this is exactly the same thing that happens when i scroll through my ships viewer, and get to the Bon Homme Richard Carrier, which is in HD, so my guess is that the FMB viewer isn't handling certain high-res (maybe many polys?) objects.
it's only in the viewer that i have this problem, though - if i place these objects, or the BHR Carrier ingame, they show up as expected....
strange stuff....
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tomoose

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #29 on: February 17, 2016, 11:52:16 AM »

Just a suggestion;

I've found that depending on which graphics program is used, the .tga skin may or may not show up.  In my limited experience so far when I've saved the .tga skin file for one of my objects with my Corel Photoshop it doesn't show up in the game.  If I saved it as a .tga with an older Paintshop program it would show up.  I could never figure out how to tweak the .tga format in the Corel software.

Find the dog's .tga file and open it then save it again in GIMP or an older program.

This may not be your issue but worth a shot.
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Plowshare

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #30 on: February 17, 2016, 05:30:19 PM »

tomoose:

Is RLE compression activated when saved through Corel? I use GIMP and ran into that problem before and needed to keep remembering to turn off the RLE. I now have it default to NOT run RLE compression.

In the case of .tga format you must make sure not to write color space information. I've gone wrong countless times with this as I can't find a way to default out of it

Bob
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tomoose

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #31 on: February 18, 2016, 08:14:26 AM »

Bob;
thanks for the explanation.  I figured it was something similar to the 8-bit bmp requirement for skins (i.e. same concept) but am totally unfamiliar with the .tga side.
I'll check out my settings in Corel (I have to figure out how to get to the settings, I find Corel a bit counter-intuitive for new users).
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kiffy

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #32 on: February 18, 2016, 11:10:04 PM »

Epervier, thanks for the welcome and helpful links. I'll post the log when I'm able.

In the meantime I can say there's a ton of the following lines repeated over and over:
Quote
[5:34:49 AM]   WARNING: To many faces 2466 or Vertexes  4658
[5:34:49 AM]   WARNING: To many faces 2466 or Vertexes  4658
[5:34:49 AM]   WARNING: To many faces 2466 or Vertexes  4658
[5:34:49 AM]   WARNING: VA: Not allow MatName GUI/game/detail_1.mat
[5:34:49 AM]   WARNING: RenderMan::TriangleList()- Unsupported type of material for vertex array mesh
[5:34:49 AM]   WARNING: MatName GUI/game/detail_1.mat[5:34:49 AM]   WARNING: VA: Not allow MatName GUI/game/detail_1.mat
[5:34:49 AM]   WARNING: RenderMan::TriangleList()- Unsupported type of material for vertex array mesh
[5:34:49 AM]   WARNING: MatName GUI/game/detail_1.mat

tomoose, thanks for the suggestion.

I couldn't get Gimp to read any of the .tga files so I downloaded IMF Viewer. I saved it as a .tga and over-road the old file to no avail; the dogs were still invisible.
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SAS~Malone

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #33 on: February 19, 2016, 12:28:48 AM »

kiffy, i forgot to welcome you in my earlier post - welcome to the forums! :D

can i ask that you post up here the contents of your conf.ini file?
i just want to check if there's something there we can change to make things work better for you... ;)
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kiffy

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #34 on: February 20, 2016, 04:30:06 PM »

Thanks for the welcome Malone :)

Here's my conf.ini file. If this is not what you mean please let me know. I made a gist as the file is pretty big, but at least you can look at all of it if need be.

https://gist.github.com/anonymous/94a72f0d160e5c6a87d7
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max_thehitman

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #35 on: February 20, 2016, 08:16:42 PM »


Hello Kiffy,
what you posted is not actually going to show why your game is not
working properly with the dog model.

Tell us what game version you are using.
then post your "LOG error" file

read slowly the following topics as were suggested already by Epervier.
Otherwise we cannot help you.
With the Log-error file - you can even check to see what is wrong yourself. Its that easy to use.

Topic: Be able to look into the LOGFILE

https://www.sas1946.com/main/index.php/topic,13457.0.html

--------------------------------------

Instant Log File Output

https://www.sas1946.com/main/index.php/topic,19308.0.html

--------------------------------------

Important: read here which part(s) from the log to post
and how to post it. (code option!)

https://www.sas1946.com/main/index.php/topic,39780.0.html



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