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MPE bugs and solutions

 
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starforce2

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Post Posted: 04-17-2004 11:49 PM Post subject: MPE bugs and solutions

I want to know who out there has had problems with running the MPE, (note I said RUNNING...not USEING) and how it was fixed.


Please post the fallowing:

Description of bug-
Version of windows-
Version of Direct X (before and after if nessecary)-
Video card-
Most importantly, what you did to fix it.


Please do not post your bugs here unless you have a SOLUTION to the problem.
------------------------------------

White ship bug:

Caused by several issues.
1) the textures are too large for your video card. Uprade your card. Such a card can be obtained for 30-60 USD.

2) Textures are improper formatt or size. Texutres must be 24bit (32 bit for glow) in RGB formatt, and must be in dimentions of 4, 64, 128, 512, 1024 ect. IE 1024/512. IF you have 1024/509 it will not work. Same goes for 64/30 or 256/200. Irfranview is a program which can resize tga, it is free.

3) It is the first time you've loaded the model.
If this is the case, close, and start over using the file menu to open it this time (should be one of the 4 recent ships)
IF you are loading one for the first time, no NOT load a HP..click no. Then, maximise the ship window...then the main window...then load your HP. This works for me, however if you minimise or restore the window it will eb white and you will need to reload. Remember to save your progress.

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wok

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Post Posted: 07-02-2004 02:21 PM Post subject:

White Ship bug-

-WindowsXP Home
-DX9
-Radeo 9200 (128Mb)



This might seem dumb, but it worked for me. Put the model and textures into the same folder, then load up the model again. It shouldn't be white now...

Sometimes the textures might be in a seperate folder you see, like 'High', 'Medium' or 'Low'. If they are you can get the white ship thing, so put them in the same one. It might work.

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Post Posted: 11-10-2004 08:07 PM Post subject:

The same thing works for me. Placing the textures inside the same folder as the .nif, makes them appear in MPE. Im not sure why, but it works.


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Post Posted: 05-26-2005 09:47 PM Post subject:

hi i was wondering if there was a detailed tutorial to MPE.


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Post Posted: 05-26-2005 10:50 PM Post subject:

Cpt_Fleming wrote:
hi i was wondering if there was a detailed tutorial to MPE.


Might sound like an obvious answer but there is a decent tutorial that came with the SDK in the first place...try there, its not too hard to follow really...


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Post Posted: 05-28-2005 01:47 PM Post subject:

Otherwise there are 2 (or more) tutorials on BCFiles.

One of them is in the left side menu.


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Paegus_v2.0

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Post Posted: 11-16-2005 02:05 PM Post subject:

the only MPE tutorial i've ever found at BCFiles is the terabyte one... that doesn't even mention the flipped phaser axis.

The all-white bug seems to have some pretty contradictory or entirely system dependent solutions...
To my knowledge, the primary reason for the all-white ships in MPE is if the ship's textures are NOT in a High/Medium/Low folder. Whenever i install a new ship, if i've the slightest inclination to re-hardpoint it (which is pretty must every time) i make the high folder and dump the textures in there.
The only other thing that has caused this was when working on the default galaxy model. the textures are in ..\..\sharedtextures\fedships\high. but altering the path options of MPE fixes that.

Reverse Phaser arcs: the lateral axis (blue) of the phaser arcs is backwards.
Solution: flip the NUMBER of the horizontal start and end angles around. do not flip the positive/negative signs.

Whacky Phaser angles: if you manually enter in the orientation coordinates the angles can get pretty skewed. you'll see this more readily in MPE if you set the Horizontal Start/End angles to 0/90
Solution: use the spin button. if you've got a shaky hand which results in bad mouse movements use window's mouse-keys feature in Control Panel > Accessibility Options > Mouse to you can use the number-pad for fine incremental control over the rotations.
Note: to use the Spin button the phaser's orientation data should be 'clean'. otherwise it will start using any numbers entered.


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Post Posted: 05-06-2006 05:03 AM Post subject: Cant get MPE to run

I cant seem to get MPE to open any script files for the ship models. Every .PY file I open crashes the editor. Any help or suggestions would be appreciated.
Thank you.

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Post Posted: 05-06-2006 09:09 AM Post subject:

What particulair py file are you trying to open?


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Post Posted: 05-07-2006 02:49 AM Post subject:

The .py file it needs is the hardpoint file right? If so, the program refuses to open any of them. All result in a crash.

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Post Posted: 05-07-2006 10:19 AM Post subject:

Please tell us what exactly you are doing, step by step.


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Post Posted: 05-17-2006 08:50 PM Post subject:

saving templates:

Win98SE
DX8
Radion 7200 64Mb/agp4x/sdr

never could save templates until I accidently closed the NIF i was working on.
1. copy the properties you wanna save from the local list to the global list.
2. close the model your copying from
3. save the templates.
4. close MPE (optional)
When you re-open MPE those templates will be in the global list, just copy whatever you need back to the local list, and add them to the model properties when needed.

And the 'white ship bug'-
simply don't maximize the model pane, just strech the model pane until it's large enough to work from.


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