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Everything posted by Stan`
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Persian temple textures missing?
Stan` replied to Hidan's topic in Eyecandy, custom projects and misc.
Thanks -
Persian temple textures missing?
Stan` replied to Hidan's topic in Eyecandy, custom projects and misc.
Yeah sorry wasnt completely awake when I wrote it XD -
Persian temple textures missing?
Stan` replied to Hidan's topic in Eyecandy, custom projects and misc.
Look at both textures just below the cloth texture on the left . See the old one has the pattern that's missing that goes under it while the new one is fully transparent. For the stones on the bottom left corner see they are simply not there on the new texture -
@aeonios @vladislavbelov Anything we can do ? For fonts leper suggested to use Cairo to load ttf fonts on the go.
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Persian temple textures missing?
Stan` replied to Hidan's topic in Eyecandy, custom projects and misc.
Kay I thought fixing the root cause was better than fixing side effects. Note it's also responsible for stones being full colors Some other buildings are probably broken too. -
Yeah see https://trac.wildfiregames.com/wiki/GameDataPaths for the logs location on your platform.
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Mmmh Could you use a software to monitor the temperature just to be sure ? The next time it occurs, give us the logs https://trac.wildfiregames.com/wiki/ReportingErrors
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Persian temple textures missing?
Stan` replied to Hidan's topic in Eyecandy, custom projects and misc.
Thanks for the report. Please note that your image link has expired for some reason. The issue comes from the remastered version of the Persian Texture made by @Enrique which, while having a significant number of improvements have some new issues. Notice the (correctly) exported alpha channels are different. I finally found a way to export them correctly which means we can now export the old DDS textures to PNG as needed. The Persian texture will be the first, once it is fixed. Also notice the textures without alpha channels are different. To do the export properly open blender, import the DDS texture, save it as a PNG with Alpha, open it in Gimp, Click on the layer -> Add mask -> Alpha Channel Transfer. You can then copy paste that mask layer as needed to keep the good transparency. @LordGood @wowgetoffyourcellphone Can any of you fix the texture ? keeping the best of both worlds ? -
Scenario Games/custom map - can't remove the ceasefire timer
Stan` replied to Apeterson's topic in Help & Feedback
That's weird but maybe you could edit the map XML file to remedy that. -
I guess your laptop runs hot. You could probably get a table top cooler for a few bucks. The X200 is an old computer so maybe it needs to be dusted.
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@elexis Sadly the string that the game fails to parse is not stored properly in the dump it seems and the only thing I know about it is that it has a length of 101.
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Hello @Arctic Song and welcome to the forums. Sorry for the delayed answer. Here is the call stack of the crash: > pyrogenesis.exe!wtruncate(const Path & pathname={...}, __int64 length=101) Line 285 C++ Symbols loaded. pyrogenesis.exe!io::Store<io::DefaultCompletedHook,io::DefaultIssueHook>(const Path & pathname={...}, const void * data=0x10621000, unsigned int size=101, const io::Parameters & p={...}, const io::DefaultCompletedHook & completedHook={...}, const io::DefaultIssueHook & issueHook={...}) Line 315 C++ Symbols loaded. pyrogenesis.exe!RealDirectory::Store(const Path & name={...}, const std::shared_ptr<unsigned char> & fileContents={...}, unsigned int size=101) Line 57 C++ Symbols loaded. pyrogenesis.exe!VFS::CreateFile(const Path & pathname={...}, const std::shared_ptr<unsigned char> & fileContents={...}, unsigned int size=101) Line 145 C++ Symbols loaded. pyrogenesis.exe!CConfigDB::WriteFile(EConfigNamespace ns=CFG_USER, const Path & path={...}) Line 424 C++ Symbols loaded. pyrogenesis.exe!CConfigDB::WriteValueToFile(EConfigNamespace ns=14635124, const CStr8 & name={...}, const CStr8 & value={...}, const Path & path={...}) Line 452 C++ Symbols loaded. pyrogenesis.exe!JSI_ConfigDB::WriteValueToFile(ScriptInterface::CxPrivate * __formal=0x083edcc0, const std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > & cfgNsString={...}, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & name={...}, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & value={...}, const Path & path={...}) Line 112 C++ Symbols loaded. pyrogenesis.exe!ScriptInterface_NativeWrapper<bool>::call<bool __cdecl(ScriptInterface::CxPrivate *,std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const &,std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &,std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &,Path const &),std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,Path>(JSContext * cx=0x03e443c8, JS::MutableHandle<JS::Value> rval={...}, bool(*)(ScriptInterface::CxPrivate *, const std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > &, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > &, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > &, const Path &) fptr=0x00d14030, std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > <params_0>={...}, std::basic_string<char,std::char_traits<char>,std::allocator<char> > <params_1>={...}, std::basic_string<char,std::char_traits<char>,std::allocator<char> > <params_2>={...}, Path <params_3>={...}) Line 75 C++ Symbols loaded. pyrogenesis.exe!ScriptInterface::call<bool,std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,Path,&JSI_ConfigDB::WriteValueToFile>(JSContext * cx=0x03e443c8, unsigned int argc=4, JS::Value * vp=0x0817c068) Line 125 C++ Symbols loaded. mozjs38-ps-release-vc120.dll!58a636a4() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for mozjs38-ps-release-vc120.dll] Annotated Frame Looking at it, I'd say it is because you have spaces in your path. Like in your session username for instance, or some special characters, such as spaces '/' 'é' 'è' 'à' or 'ö' etc. It fails to create the config file, and then it crashes. You could: Create the file manually and see if works Or: Run the game with the -writableRoot flag I'm a bit concerned about your CPU though, it seems very old and not very powerful. Hope it helps.
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Flora / agriculture related ideas and requests
Stan` replied to gyrokanth's topic in Art Development
Let me know if said students do anything or if they need any help. Remember a few consideration though. Can't be done on the students version of 3Dsmax else their models belong to Autodesk and we can't use them. Blender would be nice. Or anything that uses Collada (DAE) without dumb restrictions. Textures should be power of two Pngs use the in-game files for reference. They'll have to get the source or look for files there https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins Or on GitHub. They'll have to sign the legal waiver here. As much as possible it'd be nice to have source files ( blend, psd, xcf) Also they can't use proprietary textures only CC bY SA or CcO or public domain. Wikipedia is a good source for those. If they use ccbysa I'll need the name of the person who made the photograph or texture. (We have to give credit) If they haven't ran off after that it'll be okay Sorry I couldn't answer your first post but it's a pain to quote on a phone. One thing troubles me can you take a screenshot of the rhino using the bear texture ? -
look similiar or...?, lol.
Stan` replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Waiting for @vladislavbelov and A24. -
@psypherium Have you tried to set gui.scale=1.5 in the user.cfg file located in your Appdata folder if you are using Windows ?
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That's right. @Splizard have you seen the file there ?https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/animations_and_meshes_mainfile.blend
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RANDOM MAP: Fert - King of the hill variant
Stan` replied to nani's topic in Scenario Design/Map making
@feneur Please- 30 replies
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- king of the kill
- random map
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(and 1 more)
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Can you try to edit the user.cfg or local.cfg file ?
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Could do for one of two but more would be too much work. There are more than 50 anims.
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He is making a low polygon model mode
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Can you attach crashlogs ? See https://trac.wildfiregames.com/wiki/ReportingErrors In the meantime have you tried disabling GLSL and postprocessing ? Are you running any mods ?
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I guess in this case it's just that the reference point is not the origin because someone forgot to set it. Which is why you get those weird results.
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Could you share your script ? Maybe the way the coordinates are scripted makes them relative to the scale factor, hence giving you the strange effects.
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Maybe the scale modifiier is not 1.1.1 for all meshes ?
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You have to tweak unitAI I don't think there is a such a behavior right now. Would work if we had animal babies and cycle of life.