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Author Topic: Need help in debugging object - last few left - see reply 16!!!!  (Read 2428 times)

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Whiskey_Sierra_972

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Hi mates!

As some of you know I'm creating a unified maps , textures and objects collection compatible between 409 , 410 , 411 , 412 and 413....

All maps (apart JWV) , textures and objects are ready....

Now I'm starting to debug the static.ini file!

I have collected so many objects because I have added also a dead version (if available) of the  objects (to overcome some game engine issue)....

This is the first part of the debugging:

I need your help to find the missing files or to confirm that the error is unavoidable!

Here the issue I have:

INTERNAL ERROR: Can't open file '3do/Buildings/SouthernEurope/SEchurch02/dead.sim'

INTERNAL ERROR: Can't open file '3do/airfield/Wag_Asphalt5/Turn/___AirPrtGrnd_25.mat'

INTERNAL ERROR: Can't open file '3do/airfield/Wag_Asphalt5/ParkingCorner/___AirPrtGrnd_25.mat'


Thanks for your help in debugging part 1....

....tomorrow I'll give a check at the 4999th to 3000th....

....and finally from 2999th to 0 (as those are the stock objects they should have few issues)....

;)
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SAS~Storebror

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #1 on: January 15, 2016, 01:46:16 AM »

Hi walter,

Please check the attachment.
All the issues are a result of glitches in Boomer's Objects Pack that ships with UP3.

SEchurch02: Has no damage model.
Workaround: Copy live.sim to dead.sim
Result: Church building works and can be "killed", but will not show visual difference.

Wag_Asphalt5 "Turn" and "ParkingCorner": Seems like binary mesh converter bug, wrong material reference.
Solution: Change to "AirPrtGrnd_512" in mesh files.
Result: Should be working fine now.

Best regards - Mike
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Uufflakke

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #2 on: January 15, 2016, 05:36:18 AM »

Here the issue I have:

INTERNAL ERROR: Can't open file '3do/Buildings/SouthernEurope/SEchurch02/dead.sim'

The building I used for the repaint into SEchurch02 was the default Reichstag building.
Which itself does not have a damage model.
That is the reason SEchurch02 also does not have a damage model/dead.sim.  ;)
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Whiskey_Sierra_972

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #3 on: January 15, 2016, 10:37:42 AM »

Thanks mates for your help!

As the Church issue isn't a bug but is a status I'll let her as is and I'll delete my destroyed object from the static!!

And I'll add the corrected files and change the reference for the mesh....

Report in the next few minutes....
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Whiskey_Sierra_972

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #4 on: January 15, 2016, 11:37:00 AM »

Well , test done!

About church I got the dead showing as live....I was thinking to delete the object but I choose to keep it....it's not the only object whose live and dead apparence are the same , so the dead object is ready in the static.ini if someone in the future need to have a real dead one and 'll realize maybe only a new skin for it....

About Wag plates I got all the files Mike give me now showing....

....but still have those with issue (should be the same wrong file I got from UP3)....

INTERNAL ERROR: MeshObj: Can't load mesh 3do/airfield/Wag_Asphalt5/Runway/Body.msh

INTERNAL ERROR: MeshObj: Can't load mesh 3do/airfield/Wag_Asphalt5/RunwayEnd/Body.msh

INTERNAL ERROR: MeshObj: Can't load mesh 3do/airfield/Wag_Asphalt5/Taxi/Body.msh

So I suppose I need the 3 working msh....

....now testing objects 4999 to 3000....
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SAS~Malone

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #5 on: January 15, 2016, 12:01:10 PM »

hi walter!  :)

i uploaded those meshes from an old 411 Modact install, maybe these will work:  https://www.mediafire.com/?8k878347or6nvgt
i don't remember ever having any issues with these in the past, so hopefully they will solve your problem? let me know.... ;)
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Whiskey_Sierra_972

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Re: Need help in debugging object - part 2 all the remaining
« Reply #6 on: January 15, 2016, 01:24:26 PM »

Thanks Eugene!

I'll test then right now!




About the debugging of objects this objects give me a strange effect:

[buildings.House$Schiphol_Hangaar4]

It show not as an hangar but as a gray plate....corrupted mesh or unfinished object?




And those are the last of which I have some issue with:

INTERNAL ERROR: Can't open file '3do/airfield/Cat/village/mono.sim'

INTERNAL ERROR: MeshObj: Can't load SIM 3do/Netherlands/test04/live.sim

INTERNAL ERROR: MeshObj: Can't load mesh 3do/Netherlands/Schiphol_omlijnd/Live.msh

INTERNAL ERROR: MeshObj: Can't load mesh 3do/Netherlands/Schiphol_Pilotenverblijf/Live.msh

INTERNAL ERROR: MeshObj: Can't load SIM 3do/Netherlands/toren01/live.sim

INTERNAL ERROR: Can't open file '3do/Buildings/Marshall_Islands_Buildings/Jap_Hangar/s1.tga'

INTERNAL ERROR: Can't open file '3do/Buildings/Molva/Crkva_Sv_Save/live.sim'




And moreover I have some issue with the tree lines , someone isn't showing....

....but about them I'll check their entries in the next phase of debuging: deleting double entries....

....a lot of objects was used in some maps but their entries were doubled even if there is neither new skin neither new 3d....

....I'll fix also them....

Thanks in advance for your new help for fixing the last obove objects!
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Whiskey_Sierra_972

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #7 on: January 15, 2016, 02:01:42 PM »

Sorry Eugene but about Wags your file are the same as mine and don't let plates show....while those provided from Mike are correct....

At a msh converter analysis the structure is different and I can't edit them in notepad as I suppose that the mapping on the tga could be also wrong....



Mike , please , for sure , could you upload all the  6 Wag_Asphalt folders....looking at them I also noticed that I have some that show the same , maybe all the folders I got are bugged....

Thanks again , and in advance too , for your help!
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Whiskey_Sierra_972

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #8 on: January 15, 2016, 02:45:31 PM »

Before I delete some usaful information , the checker give me some irregular entries that I don't know:

Irregular entry towards object 5230: Preset   Thing_Haystack
Irregular entry towards object 5231: Preset   Thing_Haystack
Irregular entry towards object 5232: Preset   Thing_Haystack
Irregular entry towards object 5233: Preset   Thing_Wood_Durable
Irregular entry towards object 5234: Preset   Thing_Wood_Durable
Irregular entry towards object 5235: Preset   Thing_Wood_Durable
Irregular entry towards object 5236: Preset   Thing_Wood_Durable
Irregular entry towards object 5237: Preset   Thing_Wood_Durable
Irregular entry towards object 5238: Preset   Thing_Wood_Durable
Irregular entry towards object 5239: Preset   Thing_Wood_Durable
Irregular entry towards object 5240: Preset   Thing_Wood_Durable
Irregular entry towards object 5241: Preset   Thing_Wood_Durable
Irregular entry towards object 5242: Preset   Thing_Wood_Durable
Irregular entry towards object 5243: Preset   Thing_gravestone
Irregular entry towards object 5244: Preset   Thing_gravestone

Here an example of how does it appear in object entries:

[buildings.House$stog_roll_04]
Title   ToW_Haystack_roll_004
MeshLive   3do/Buildings/ToW/stog_roll_04/mono.sim
MeshDead   3do/Buildings/ToW/stog_roll_04/mono_dead.sim
Preset   Thing_Haystack
AlignToLand     0
Body            FuelSmall
Panzer          0.008

Any clue about?
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SAS~Malone

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #9 on: January 16, 2016, 12:18:35 AM »

maybe i'm mistaken, walter, but should the entry not have the same name in the 'Title' line as in the very first line?
so, your example should rather look like this:

[buildings.House$stog_roll_04]
Title   stog_roll_04
MeshLive   3do/Buildings/ToW/stog_roll_04/mono.sim
MeshDead   3do/Buildings/ToW/stog_roll_04/mono_dead.sim
Preset   Thing_Haystack
AlignToLand     0
Body            FuelSmall
Panzer          0.008


......

also, about the row of trees you mentioned that doesn't show...iirc, is this not due to conf setting of forest=2, or forest=3..?
here is a thread that might help: https://www.sas1946.com/main/index.php/topic,36104.0.html
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Whiskey_Sierra_972

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #10 on: January 16, 2016, 11:25:47 AM »

Ok Eugene!

I got the solution of the tree line issue: simply a conf.ini settings 2 visible but 3 invisible as changed to 3d popped up....

About the last irregular entries isn'the name issue but the PRESET issue....maybe a wrong reference from TOW....

As in the example some object have a PRESET but I haven't see any PRESET of them in all other stock and modded static objects....
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SAS~Malone

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Re: Need help in debugging object - part 1 (5000th to 7680th)
« Reply #11 on: January 16, 2016, 11:38:24 AM »

walter, have you tried the entries with the Preset line removed?
i don't think i've seen any entries before with that line...?
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