zoot
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Posts posted by zoot
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Is there a reason the image can't be stored inside the .pmp? Seems less fragile.
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$ wx-config --libs
-L/usr/local/lib -pthread -lwx_gtk2u_xrc-2.9 -lwx_gtk2u_html-2.9 -lwx_gtk2u_qa-2.9 -lwx_gtk2u_adv-2.9 -lwx_gtk2u_core-2.9 -lwx_baseu_xml-2.9 -lwx_baseu_net-2.9 -lwx_baseu-2.9libwx_gtk2u_gl-2.9 seems conspicously absent from that list?
(Note that I've 'reinstalled' 2.8 on top of 2.9)
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I did crudely do configure;make;make install on top of the previous installation. I don't know if that messes it up?
$ ldd libAtlasUI.so | grep libwx_gtk2u_gl-2.9.so.3
libwx_gtk2u_gl-2.9.so.3 => /usr/local/lib/libwx_gtk2u_gl-2.9.so.3 (0x00007f561d59d000)Oddly, the file at that path does exist.
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Well, it started segfaulting later, but yes, it's good to know that a fix at least exists in some abstract sense.
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Nice work. These horizontal lines seem a bit unnatural, IMO:
Think the rocks will look good with AO, though.
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That did the trick.
Well done.
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For what it's worth, when I change this line:
<material>terrain_norm.xml</material>to this:
<material>terrain_base.xml</material>it does look just like plain grass. So it must be something in the shaders/materials.
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<?xml version="1.0" encoding="utf-8"?>
<terrain>
<textures>
<texture name="baseTex" file="grass1_spring.dds"/>
<texture name="normTex" file="snow grass 2_norm.png"/>
<texture name="specTex" file="snow grass 2_spec.png"/>
</textures>
<material>terrain_norm.xml</material>
</terrain> -
$ git reset --hard HEAD
HEAD is now at aa071ab missing images -
Are you missing the base texture? It should be the file art/textures/terrain/types/snow grass 2.dds...
No, I do have it.
Which git commands would you issue to make sure that your working directory is exactly identical to upstream?
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It's a bit laggy on my laptop just by drawing a screen full of grass, though I'm sure a gaming PC can handle this effect with ease.
By the way, I've noticed that the blades of grass are always rendered behind all other objects. Is that a technical limitation or artistic decision?
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Whoops, sorry. Meant the terrain_norm.xml material!
I've removed both lines and it's still black.
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Hmmmmm... Maybe something is up with the lighting? If you edit art/terrains/snow/snow grass 2.xml and remove the line with USE_NORMAL_MAP does it work? How about the one with specular?
I have no such line in that file:
<?xml version="1.0" encoding="utf-8"?>
<terrain>
<textures>
<texture name="baseTex" file="snow grass 2.dds"/>
<texture name="normTex" file="snow grass 2_norm.png"/>
<texture name="specTex" file="snow grass 2_spec.png"/>
</textures>
<material>terrain_norm.xml</material>
</terrain> -
It isn't even all that slow in-game. Sure, the mouse pointer is a bit heavier, but this is a netbook. On a high-end system it could handily be an option. (Not that we shouldn't try to optimize it anyway, of course.)
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I see nothing obvious in the code that could be causing that, so maybe you changed something in the xml? The cliff is using exactly the same effects/code as the snow material, and additionally uses triplanar as well. If the cliff is working, then the issue is probably with the xml somewhere. Make sure your local copy is exactly the same as on github.
I've reset back to upstream/terrainmapping. I get this error now:
ERROR: CCacheLoader failed to find archived or source file for: "art/textures/terrain/types/grass1_spring.png"
Also, the grass material is half-working in your screenshot! The layer transparency is missing, so you don't see the layers below...
Cool! What would the transparency be missing? Can I fix it?
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Here is Celts Sandbox:
Atlas has begun segfaulting sometime after I upgraded wxWidgets (though the Actor Editor worked when I tried yesterday):
ERROR: DllLoader: dlopen(libAtlasUI.so) failed: libwx_gtk2u_gl-2.9.so.3: cannot open shared object file: No such file or directory; dlopen(libAtlasUI_dbg.so) failed: libAtlasUI_dbg.so: cannot open shared object file: No such file or directory;
TIMER| LoadDLL: 109.79 ms
Atlas.cpp(46): The Atlas UI was not successfully loaded and therefore cannot be started as requested.
The Atlas UI was not successfully loaded and therefore cannot be started as requested.
Location: Atlas.cpp:46 (ATLAS_Run)
Call stack:
(0x805fda) ./pyrogenesis() [0x805fda]
(0x7abd71) ./pyrogenesis() [0x7abd71]
(0x7aca4e) ./pyrogenesis() [0x7aca4e]
(0x58e0c1) ./pyrogenesis() [0x58e0c1]
(0x58e198) ./pyrogenesis() [0x58e198]
(0x41c977) ./pyrogenesis() [0x41c977]
(0x4135d7) ./pyrogenesis() [0x4135d7]
(0x7f158bef276d) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7f158bef276d]
(0x41c105) ./pyrogenesis() [0x41c105]
errno = 0 (No such file or directory)
OS error = ?
Aborted (core dumped) -
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GAME STARTED, ALL INIT COMPLETE
ERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1):
GL_INVALID_OPERATION
OpenGL error(s) occurred: 0502
Using Xcursor to sys_cursor_create 32 x 32 cursor
ERROR: CRenderer::EndFrame: GL errors occurredWalk away if I'm stressing you out
Animated Trees
in General Discussion
Posted
Would we need to ship and maintain an actual compatability database? That seems a bit complex, though I guess that is what game studios do.