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Finishing up the CG Sovereign 2.0 :)
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Chronocidal_Guy

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Post Posted: 05-03-2005 06:33 AM Post subject: Finishing up the CG Sovereign 2.0 :)

K, I'll post the hardpoint for you folks who want to test it out shortly, I'm trying some final tweaks with it.

But I've got a weird problem.. I thought it might be graphics card related, but now that I think of it, I've had the same problem on two computers, so that isn't very likely...

Has anyone here had a problem where textures would suddenly get darker or lighter than they had been drawn? That's what I'm getting right now. On the high detail model, the lower saucer texture tends to get really dark, and completely mismatched with the others. Then, on the medium res model, the upper saucer and hull texture get dark, while the others stay normal.. Very weird, since the two models are using the same texture set right now. Has anyone else experienced this? I've tried re-exporting the model with no change, and replacing the textures with new names, but again, nothing.

Anyone have any ideas? Or, did anyone else notice this same bug in the original Sov? Cause I think I had it on that one too.


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Post Posted: 05-03-2005 08:50 AM Post subject:

Heh, when I used the super textures for the 1.0 the engineering section glowed like it was powered by the Big Bang...never figured out how to fix it so I just use the standard textures.


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J1NG

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Post Posted: 05-03-2005 09:04 AM Post subject:

Will we be getting the 2.0 model with that hardpoint? Mr. Green Or will it just be the hardpoint?

As to the textures, I haven't really looked at them that much during the game. Even when taking beauty shots. I suppose I could have a look in game later today.

Looking forward to seeing the hardpoint. Smile

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Post Posted: 05-03-2005 11:33 AM Post subject:

i don't think i ever remember such a problem with the 1.0 ...do you mean dark as in like the system lighting isn't hitting it?


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Post Posted: 05-03-2005 01:40 PM Post subject:

I just tried the 1.0 (normal texture) and didn't notice any sudden unusual darkening of textures on engineering hull, or the saucer.

You say it isn't the graphics card. Could it be your driver(s)?

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Post Posted: 05-03-2005 03:02 PM Post subject:

I hope my old HP will work, cause I already have the perfect HP for my sovie


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Post Posted: 05-03-2005 03:37 PM Post subject:

well thanks for that helpful input Your making me nuts!

im assuming the alphas are all the same? if so then maybe its something in the scripts/ships/sovereign.py script.. i seem to remember some glow settings in there.

whats the word on those weapons you were trying mleo.. will they help with this flare situation?


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Post Posted: 05-03-2005 09:04 PM Post subject:

I'll get the hardpoint up tonight hopefully, got math homework to finish up.

What I mean by the textures changing is things like what the pictures below show... Basically, the following pics were taken within about 2 seconds of each other, after zooming the view out until the medium detail model came in. You'll notice that the bottom of the saucer is darker in the one than in the other, as well as the hull.. but they're switched. Confused One gets darker, and the other gets lighter. The upper saucer does this as well, at the same time as the hull.

I wouldn't think it was such a problem, except that it ruins a lot of the darker details of the textures when this happens.. they just disappear.

Btw, I checked on a stock install of the CG Sov 1.0, and it doesn't have the problem.


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Post Posted: 05-03-2005 09:09 PM Post subject:

heh and the buzzard collectors are pink Your making me nuts!


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Post Posted: 05-03-2005 09:12 PM Post subject:

Will this version of the CG Sovereign have the same texture swapping like 1.0? I really liked that feature (sorry if this has been asked before)


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Post Posted: 05-03-2005 09:13 PM Post subject:

Something goofy's going on there... Maybe it's the spectaculars?


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Post Posted: 05-03-2005 09:47 PM Post subject:

what card is that running on? and the other card u had too?

it might be specular problem i spose but only if your exe is screwed, and then why only one ship?


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Post Posted: 05-03-2005 09:49 PM Post subject:

ChiefBrex wrote:
Will this version of the CG Sovereign have the same texture swapping like 1.0? I really liked that feature (sorry if this has been asked before)


I remember in the old thread that the CG Sovereign 2.0 was supposed to use MLeo's Skinning and Damaging Tool to have registry switching.


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Post Posted: 05-03-2005 09:50 PM Post subject:

he said he tested it on 2 computers, so i dont think its the graphic card


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Post Posted: 05-03-2005 09:56 PM Post subject:

thats nice.. im more interested in making the assesment for myself tho Wink

if both cards are radeon.. and both from the same family, it may be a problem localised there. its a long shot but its the most plausable reason i can thing of... other then the sovereign.py idea i stated


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Post Posted: 05-03-2005 10:23 PM Post subject:

Best thing to do is send it to a couple of other people and see if they have the same problem.

One with a Radeon and one with a GForce.
That should tell you if its the hardware or the model/textures.


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Post Posted: 05-03-2005 10:30 PM Post subject:

one person with a really fast machine.. and trustworthy too... hey thats me Wink


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Post Posted: 05-03-2005 11:56 PM Post subject:

I've noted some problems with the recent ATI drivers with AA on or off, it has some troubles with BC (some textures going wild, some more subtle like what you've shown). So try switching to an older driver if it's an ATI card. (And if I remember correctly, CG has a X800 card. Could be wrong though...)

Otherwise, can you give us any hint/rough idea as to what the new torp layout is like for this hardpoint for 2.0? (Most interested in this)

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Post Posted: 05-04-2005 12:24 AM Post subject:

J1NG wrote:
I've noted some problems with the recent ATI drivers with AA on or off, it has some troubles with BC (some textures going wild, some more subtle like what you've shown). So try switching to an older driver if it's an ATI card. (And if I remember correctly, CG has a X800 card. Could be wrong though...)

Otherwise, can you give us any hint/rough idea as to what the new torp layout is like for this hardpoint for 2.0? (Most interested in this)

J1NG


x800 is very similar to 9800 processing wise.. i agree it LOOKs like a specular problem but that gets us no closer to understanding why its happening (unless theres something new in mapping which confuses the specular engine)

since the problem is localised to the one vessel we can sumise it is not a problem with bc as a whole.

this leaves a problem with textures, models, or scripts.. i dont know of anything in the ships scripts which may cause this, neither can i think of a reason why the model would affect the speculars since it is bc tht controls that side of things.

so its probably a texture problem.. im assuming youve checked the alphas and speculars for problems? after that i would recommend fiddleing with card settings to see if it has any affect. after that i would test it on a completly different card (6800gt for example)


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Post Posted: 05-04-2005 01:12 AM Post subject:

i have a 9800 I never have any texture problems


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Post Posted: 05-04-2005 01:37 AM Post subject:

Doesn't sound like a G card issue. And it doesn't look like it either. It looks more like the speculars are reacting in reverse.


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Post Posted: 05-04-2005 01:43 AM Post subject:

Quote:
Doesn't sound like a G card issue.


to you maybe not.. but theres no point not exploring that route just because it doesnt "sound" like a graphics issue.

it may be a gCard issue thats making the speculars react wierd.


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Post Posted: 05-04-2005 02:34 AM Post subject:

I've noticed that BC tends to darken and saturate textures from their original versions.

This might be NanoFX though.


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Post Posted: 05-04-2005 02:43 AM Post subject:

K, a few more tidbits..

I must've been wrong about the original CG Sov having the same problem, cause I installed it, and it ran fine with no texture glitches.

Also, I realized that this is the only card I've run this model on, so that might be the problem. But since the new textures are just updated versions of the old ones, I don't see why the old ones would work and not the new.

Now, I know it isn't the speculars, or NanoFX. Those pics were taken with both of those turned off. Plus, it was doing it before I even installed NanoFX. All the textures match when I view them in my paint program, but specific ones get very dark in game. I'll try some different graphics settings later and see what happens.

Btw, those pink bussards are no real problem, that was just a texture naming goof.. I exported the high detail model using a differently named animation sequence, and it didn't transfer over. Razz


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Post Posted: 05-04-2005 05:06 AM Post subject:

Not quite, they are still kind of burst-ish.. I dunno, I'm experimenting, I may put them back to the way they were. This hardpoint will just be a test. Personally, I like the way the old one works better, but this may be more realistic.


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Post Posted: 05-04-2005 06:34 AM Post subject:

i saw something similar happen when speculars were on, and light flickering was still activated in NanoFX...and i might add that it was only one ship...the others looked fine...as well every once in a while...say I have 5 ships...two of em are the same...one of those two will have all the glows off...yet if i reload quickbattle, it would go back to normal...

i suggest trying it on some different families of vid cards...as Mark pointed out it either a video driver/card issue, and I would say perhaps a scripting issue...i doubt its actually the textures themselves...


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Post Posted: 05-04-2005 12:00 PM Post subject:

well if the textures havent changed (jus tupdated) and the scripts are ok then we must presume the model is at fault, did you do anything different with the mapping?

either way the only way to rule out Gcard is to test on a gf or radeon.


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Post Posted: 05-04-2005 01:32 PM Post subject:

CG, are you sure your medium model uses speculars? seems like they were ripped off.
Check the ship.py file for the assignment of them.

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Post Posted: 05-04-2005 05:38 PM Post subject:

Another idea. What are the texture switchout distances in the ship.py?

Try changing some of the settings there as well to make sure speculars are being applied (or not)


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Post Posted: 05-04-2005 10:30 PM Post subject:

Hi all I would have been here realyier joining this nice conversation but I was ill but I am still recovering from it.

According to what I have read the textures on the GC Sov 2.0 ar darkening. What my answer is that its probubly how the lighting sets it for my point of view. I will test the 1.0 once I re add it to my BC I still have it installed but I havn't used it as much. I'll take a look and see if the problem is the same beings my g card is different I happen to have geforceFX card.

I Will have the results of my tests soon in the mean time contimue your diliperation.

Oh al little note for CG Try turning off the specular and test the ship that way to see if the speculars are the cause of the problem.


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