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Author Topic: graphics extender  (Read 305068 times)

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slibenli

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  • Posts: 618
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #276 on: October 01, 2018, 12:32:56 PM »

Hi Slibenli still have the line problem after the latest build - this is the Okinawa map
Mick
I know ;)
I still have to investigate this.

Hi Slibenli.
I'm enjoying your Autogenerated Terrain mod. It is very nice, but it also can show you some unexpected surprises. Flying towards the south border of Whitecat's Kyushu map, I've found a new world:

Just kidding... It is the result of autogenerated terrain using random textures. By chance, it selected a volcanic spring texture used by Whitecat with the amazing result you can see above. However, this map revealed a small bug in Autogenerated Terrain that maybe can be corrected. In this case, if you fly south of Kyushu, towards the Pacific ocean, the autogenerated terrain generates a new island/continent (probably because most of the map is land) that is shown in the picture above.

Hehe - well, to be really useful this feature needs to be configurable on a per-map basis.

Quote
I reckon that it won't be a perfect fix (if it could be made) since there is no way to automatically generate America flying westwards from Europe, by instance, but maybe it could avoid generating weird land areas in maps devoted to islands or peninsulas, that should be surrounded by oceans (in most cases).

Well, instead of autogenerating the height map, real-world height data could be used.
A map would need to include a configuration file with the world-coordinates of the map, and then il2ge would look if height data is available for those coordinates.

slibenli

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  • Offline Offline
  • Posts: 618
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #277 on: October 01, 2018, 01:11:54 PM »

Keep getting CTD on the kyushu map or japan 1 with  graphics extender any thoughts.
Code: [Select]
Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalProcellariaCorvette
Ship: Value of [ItalTuffetoCorvetteKM]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:120)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalTuffetoCorvetteKM
Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:125)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:130)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
Ship: Value of [USSSimsDD1943]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:140)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$USSSimsDD1943
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:123)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
FM called 'FlightModels/Bf-109T-1.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Bf-109T-2.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He51C.fmd:He51C_FM' is being loaded from File: 'he51c_fm'
FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
FM called 'FlightModels/He-219.fmd:Uhu_FM' is being loaded from File: 'uhu_fm'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/Spitfire-F21.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F22.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F24.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Walrus.fmd:Walrus_FM' is being loaded from File: 'walrus_fm'
FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/Ki-48-I.fmd:Ki48-I_FM' is being loaded from File: 'ki48-i_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM' is being loaded from File: 'ki48-iib_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/Ki109.fmd:Ki109_FM' is being loaded from File: 'ki109_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/Bf-109T-1.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Bf-109T-2.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He51C.fmd:He51C_FM' is being loaded from File: 'he51c_fm'
FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
FM called 'FlightModels/He-219.fmd:Uhu_FM' is being loaded from File: 'uhu_fm'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/Spitfire-F21.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F22.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F24.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Walrus.fmd:Walrus_FM' is being loaded from File: 'walrus_fm'
FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/Ki-48-I.fmd:Ki48-I_FM' is being loaded from File: 'ki48-i_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM' is being loaded from File: 'ki48-iib_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/Ki109.fmd:Ki109_FM' is being loaded from File: 'ki109_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/Bf-109T-1.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Bf-109T-2.fmd:BF109' is being loaded from File: 'bf109'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/He51C.fmd:He51C_FM' is being loaded from File: 'he51c_fm'
FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
FM called 'FlightModels/He-219.fmd:Uhu_FM' is being loaded from File: 'uhu_fm'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-88C-6mod.fmd:JU88C6' is being loaded from File: 'ju88c6'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Me-323.fmd:323' is being loaded from File: '323'
FM called 'FlightModels/Spitfire-F21.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F22.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Spitfire-F24.fmd:SPITF22' is being loaded from File: 'spitf22'
FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
FM called 'FlightModels/Walrus.fmd:Walrus_FM' is being loaded from File: 'walrus_fm'
FM called 'FlightModels/A-26B.fmd:A26B_FM' is being loaded from File: 'a26b_fm'
FM called 'FlightModels/A-26K.fmd:A26K_FM' is being loaded from File: 'a26k_fm'
FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
FM called 'FlightModels/P-47N15.fmd:P47N_FM' is being loaded from File: 'p47n_fm'
FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from File: 'p61_fm'
FM called 'FlightModels/Ki-48-I.fmd:Ki48-I_FM' is being loaded from File: 'ki48-i_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki-48-IIb.fmd:Ki48-IIb_FM' is being loaded from File: 'ki48-iib_fm'
FM called 'FlightModels/Ki-48-II.fmd:Ki48-II_FM' is being loaded from File: 'ki48-ii_fm'
FM called 'FlightModels/Ki67-I.fmd:Ki67-I_FM' is being loaded from File: 'ki67-i_fm'
FM called 'FlightModels/Ki109.fmd:Ki109_FM' is being loaded from File: 'ki109_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1

Loading mission QuickQMBPro/Pacific_Kyushu/Pacific_KyushuBlueNone00.mis...
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 12

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1286286944*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/FordIslandTower/dead.sim)
ERROR loading sound control sample.M82_dmg.wav.dist
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Pacific_Kyushu/Pacific_KyushuBlueNone00.mis is Playing
WARNING: Bad water if MapRID == 0
warning: no files : music/inflight
WARNING: Bad water if MapRID == 0
[Oct 1, 2018 8:10:12 AM] -------------- END log session -------------

Wrong log - I need il2ge.log/il2ge_all.log ;)

SpongeBob

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Re: graphics extender
« Reply #278 on: October 01, 2018, 01:22:52 PM »

Quote
Well, instead of autogenerating the height map, real-world height data could be used.
A map would need to include a configuration file with the world-coordinates of the map, and then il2ge would look if height data is available for those coordinates.

It could be, but then you couldn't play offline. Moreover, map creators should make maps that accurately would correspond to real coordinates.
And finally, this would make fictional maps out of the question. I think that it should be easier to get data from the areas near the boundaries of the map to autogenerate the height map beyond each direction. For example, if the southern border comprises a sea area (height = 0 at most points), the noise function should generate a 0 height landscape, and player should see an infinite ocean. On the contrary, if the northern border contains a mountainous zone, the noise function should have a wide range of altitudes, and it should generate an equally mountainous infinite landscape.

Thus, most maps should auto-generate consistent landscapes (I hope). Maybe the key could be to take height samples from each border area separately to generate different landscapes beyond the borders on each direction (north, south, east and west), instead of taking height samples from all over the map and generate the same landscape in all directions.

Good luck!
Logged

slibenli

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Re: graphics extender
« Reply #279 on: October 01, 2018, 10:54:21 PM »

Attention: as of build 103604933 all log is saved to il2ge.log (il2ge_all.log isn't used anymore).

slibenli

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Re: graphics extender
« Reply #280 on: October 01, 2018, 10:57:39 PM »

Thank you for the work, put this version of the mod fly when loading companies on the desktop. There was a version of the mod il2ge-build_97619406 loaded completely but everything was very dark 

I'll look a that eventually, but ATM I need a break from bug hunting ;)

Thank you, but I do not understand English well.

Please run the latest build https://gitlab.com/vrresto/il2ge/-/jobs/103604933/artifacts/download and post your il2ge.log.


Quote
Well, instead of autogenerating the height map, real-world height data could be used.
A map would need to include a configuration file with the world-coordinates of the map, and then il2ge would look if height data is available for those coordinates.

It could be, but then you couldn't play offline. Moreover, map creators should make maps that accurately would correspond to real coordinates.
And finally, this would make fictional maps out of the question. I think that it should be easier to get data from the areas near the boundaries of the map to autogenerate the height map beyond each direction. For example, if the southern border comprises a sea area (height = 0 at most points), the noise function should generate a 0 height landscape, and player should see an infinite ocean. On the contrary, if the northern border contains a mountainous zone, the noise function should have a wide range of altitudes, and it should generate an equally mountainous infinite landscape.

Thus, most maps should auto-generate consistent landscapes (I hope). Maybe the key could be to take height samples from each border area separately to generate different landscapes beyond the borders on each direction (north, south, east and west), instead of taking height samples from all over the map and generate the same landscape in all directions.

Good luck!

This would be optional of course and configurable for each individual map.
Fictional maps could still use an autogenerated height map.
Also I didn't mean to download the height data in-game but look for it in a local folder.
So you would need to manually download the data first.

slibenli

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Re: graphics extender
« Reply #281 on: October 01, 2018, 11:24:07 PM »

Can somebody suggest a good source for global height maps?
The resolution should be ~400m per pixel.

steven197106

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Re: graphics extender
« Reply #282 on: October 02, 2018, 10:45:26 AM »

Keep getting CTD on the kyushu map or japan 1 with  graphics extender
Code: [Select]
getExport: _Java_com_maddox_il2_engine_Mesh_Frames@12
getExport: _Java_com_maddox_il2_engine_Mesh_GetBoundBox@16
The sample music/menu/ru.wav not found
getExport: _Java_com_maddox_opengl_gl_Disable@12
getExport: _Java_com_maddox_opengl_gl_Enable@12
getExport: _Java_com_maddox_opengl_gl_BlendFunc@16
getExport: _Java_com_maddox_opengl_gl_DrawBuffer@12
getExport: _Java_com_maddox_opengl_gl_ReadBuffer@12
getExport: _Java_com_maddox_opengl_gl_ColorMask@24
getExport: _Java_com_maddox_il2_engine_Sun_setNative@44
getExport: _Java_com_maddox_il2_engine_Mat_PreRender@12
getExport: _Java_com_maddox_il2_engine_Mat_PreRender__I@12
getExport: _Java_com_maddox_il2_engine_TTFont_OutputClip@56
getExport: _Java_com_maddox_sound_AudioDevice_jniFlush@8
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64
Cannot open audio file samples/infinite 1
cannot open file for reading
Cannot open audio file samples/music/menu/ru.wav

getExport: _Java_com_maddox_il2_engine_Landscape_cHQ@16
getExport: _Java_com_maddox_sound_AudioDevice_getAcousticsCaps@8
getExport: _Java_com_maddox_sound_SoundFX_jniAddSample@28
getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
The sample music/menu/us.wav not found
cannot open file for reading
Cannot open audio file samples/music/menu/us.wav

getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission QuickQMBPro/Pacific_Kyushu/Pacific_KyushuRedNone00.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
load map: redko_japan1/load.ini
unloadMap()
SFS wrapper: clearing 0 redirections.
creating shader program: terrain_cdlod
terrain_cdlodnum fragment shaders: 8
terrain_cdlod: num vertex shaders: 3
GridMesh::createTriangleDataIndexed()
GridMesh::createVertexData()
numVertices: 1089
triangles_size: 0.0234375000 MB
vertices_size: 0.0124626160 MB
terrain data size total: 0.0359001160 MB
reading load.ini
done reading load.ini
parsing load.ini
done parsing load.ini
reading maps/redko_japan1/map_h.tga
loading type map ...
reading maps/redko_japan1/map_T.tga
loading water textures...
loading WaterNoise00Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise00Dot3.tga
loading WaterNoiseFoam00.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam00.tga
loading WaterNoise01Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise01Dot3.tga
loading WaterNoiseFoam01.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam01.tga
loading WaterNoise02Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise02Dot3.tga
loading WaterNoiseFoam02.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam02.tga
loading WaterNoise03Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise03Dot3.tga
loading WaterNoiseFoam03.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam03.tga
loading WaterNoise04Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise04Dot3.tga
loading WaterNoiseFoam04.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam04.tga
loading WaterNoise05Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise05Dot3.tga
loading WaterNoiseFoam05.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam05.tga
loading WaterNoise06Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise06Dot3.tga
loading WaterNoiseFoam06.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam06.tga
loading WaterNoise07Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise07Dot3.tga
loading WaterNoiseFoam07.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam07.tga
loading WaterNoise08Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise08Dot3.tga
loading WaterNoiseFoam08.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam08.tga
loading WaterNoise09Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise09Dot3.tga
loading WaterNoiseFoam09.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam09.tga
loading WaterNoise10Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise10Dot3.tga
loading WaterNoiseFoam10.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam10.tga
loading WaterNoise11Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise11Dot3.tga
loading WaterNoiseFoam11.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam11.tga
loading WaterNoise12Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise12Dot3.tga
loading WaterNoiseFoam12.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam12.tga
loading WaterNoise13Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise13Dot3.tga
loading WaterNoiseFoam13.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam13.tga
loading WaterNoise14Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise14Dot3.tga
loading WaterNoiseFoam14.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam14.tga
loading WaterNoise15Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise15Dot3.tga
loading WaterNoiseFoam15.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam15.tga
loading WaterNoise16Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise16Dot3.tga
loading WaterNoiseFoam16.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam16.tga
loading WaterNoise17Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise17Dot3.tga
loading WaterNoiseFoam17.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam17.tga
loading WaterNoise18Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise18Dot3.tga
loading WaterNoiseFoam18.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam18.tga
loading WaterNoise19Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise19Dot3.tga
loading WaterNoiseFoam19.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam19.tga
loading WaterNoise20Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise20Dot3.tga
loading WaterNoiseFoam20.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam20.tga
loading WaterNoise21Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise21Dot3.tga
loading WaterNoiseFoam21.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam21.tga
loading WaterNoise22Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise22Dot3.tga
loading WaterNoiseFoam22.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam22.tga
loading WaterNoise23Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise23Dot3.tga
loading WaterNoiseFoam23.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam23.tga
loading WaterNoise24Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise24Dot3.tga
loading WaterNoiseFoam24.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam24.tga
loading WaterNoise25Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise25Dot3.tga
loading WaterNoiseFoam25.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam25.tga
loading WaterNoise26Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise26Dot3.tga
loading WaterNoiseFoam26.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam26.tga
loading WaterNoise27Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise27Dot3.tga
loading WaterNoiseFoam27.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam27.tga
loading WaterNoise28Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise28Dot3.tga
loading WaterNoiseFoam28.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam28.tga
loading WaterNoise29Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise29Dot3.tga
loading WaterNoiseFoam29.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam29.tga
loading WaterNoise30Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise30Dot3.tga
loading WaterNoiseFoam30.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam30.tga
loading WaterNoise31Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise31Dot3.tga
loading WaterNoiseFoam31.tga
reading maps/_Tex/Water/Animated/WaterNoiseFoam31.tga
loading WaterNoise32Dot3.tga
reading maps/_Tex/Water/Animated/WaterNoise32Dot3.tga
max_levels: 2048
num_textures: 32
texture_size: 1048576
texture_width: 512
bytes_per_pixel: 4
texture_array_data.size(): 32.0000000000 MB
max_levels: 2048
num_textures: 32
texture_size: 262144
texture_width: 512
bytes_per_pixel: 1
texture_array_data.size(): 8.0000000000 MB
creating water map ...
reading maps/redko_japan1/map_c.tga
creating water map done.
max_levels: 2048
num_textures: 963
texture_size: 16384
texture_width: 128
bytes_per_pixel: 1
texture_array_data.size(): 15.0468750000 MB
reading maps/_Tex/land/SandNoise.tga
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_coastline.tga
reading maps/_Tex/water/PacificFoam_.tga
reading maps/_Tex/water/PacificBeachSurf.tga
reading maps/_Tex/water/RiverLand.tga
resampling textures ...
resampling textures ... done.
max_levels: 2048
num_textures: 3
texture_size: 4194304
texture_width: 1024
bytes_per_pixel: 4
texture_array_data.size(): 12.0000000000 MB
loading texture: LowLand0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_agriculture.tga
scale: 1.0000000000
loading texture: LowLand1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_coastline.tga
scale: 1.0000000000
loading texture: LowLand2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rice_field.tga
scale: 1.0000000000
loading texture: LowLand3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_kyu_champs_intermediaire.tga
scale: 1.0000000000
loading texture: MidLand0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_champs_intermediaire2.tga
scale: 1.0000000000
loading texture: MidLand1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_champs_intermediaire3.tga
scale: 1.0000000000
loading texture: MidLand2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_agriculture2.tga
scale: 1.0000000000
loading texture: MidLand3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rice_field_3.tga
scale: 1.0000000000
loading texture: Mount0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_forestground.tga
scale: 1.0000000000
loading texture: Mount1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rock2.tga
scale: 1.0000000000
loading texture: Mount2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_volcan2.tga
scale: 1.0000000000
loading texture: Mount3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_volcan1.tga
scale: 1.0000000000
loading texture: Country0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_dcountry.tga
scale: 1.0000000000
loading texture: Country1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_dcountry2.tga
scale: 1.0000000000
loading texture: Country2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_dcountry3.tga
scale: 1.0000000000
loading texture: Country3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_rice_field_2.tga
scale: 1.0000000000
loading texture: City0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_ville7.tga
scale: 1.0000000000
loading texture: City1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_ville9.tga
scale: 1.0000000000
loading texture: City2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_centre_ville.tga
scale: 1.0000000000
loading texture: City3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_port.tga
scale: 1.0000000000
loading texture: AirField0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_agriculture3.tga
scale: 1.0000000000
loading texture: AirField1 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_terrebrulee.tga
scale: 1.0000000000
loading texture: AirField2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_montagne3.tga
scale: 1.0000000000
loading texture: AirField3 ...
loading texture: Wood0 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_forestground.tga
scale: 1.0000000000
loading texture: Wood1 ...
loading texture: Wood2 ...
reading maps/_Tex/forest/summer/rom_ForrestFar.tga
scale: -2.0000000000
loading texture: Wood3 ...
loading texture: Water0 ...
reading maps/_Tex/water/water.tga
scale: 1.0000000000
loading texture: Water1 ...
reading maps/_Tex/water/water.tga
scale: 1.0000000000
loading texture: Water2 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_Kyu_coastline.tga
scale: 1.0000000000
loading texture: Water3 ...
reading maps/_Tex/redko_tex/redko_japan1/redko_corail2.tga
scale: 1.0000000000
uploading textures ...
resampling textures ...
resampling textures ... done.
max_levels: 2048
num_textures: 29
texture_size: 4194304
texture_width: 1024
bytes_per_pixel: 4
texture_array_data.size(): 116.0000000000 MB
uploading textures ... done.
generating far texture ...
generating far texture...
generating map texture finished.
loading forest texture ...
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 0
reading maps/_Tex/forest/summer/Jungle0.tga
getForestTexture() - layer 1
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 2
reading maps/_Tex/forest/summer/sk_Wood2.tga
getForestTexture() - layer 3
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
getForestTexture() - layer 4
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
-----------------------------------------------------------
Assertion failed: textures[i]->w() == texture_width
File: /builds/vrresto/il2ge/_modules/render_util/include/render_util/texture_util.h:59
-----------------------------------------------------------
Aborted.
Logged
i7-5820k CPU 3.30gHZ, 16 GB ram, RTX 2080 Graphic card, 49" CHG90 QLED Gaming Monitor, VKB- T-Rudders Mk.III pedals, VPC MongoosT-50 Flightstick with VPC Desk Mount, VPC Extensions Set with a thrustmaster warthog grip on the stick, saitek TPM System, thrustmaster warthog throttle,

slibenli

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    • IL-2 Graphics Extender
Re: graphics extender
« Reply #283 on: October 02, 2018, 11:49:47 AM »

Keep getting CTD on the kyushu map or japan 1 with  graphics extender
Code: [Select]
loading forest texture ...
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 0
reading maps/_Tex/forest/summer/Jungle0.tga
getForestTexture() - layer 1
reading maps/_Tex/forest/summer/sk_Wood1.tga
getForestTexture() - layer 2
reading maps/_Tex/forest/summer/sk_Wood2.tga
getForestTexture() - layer 3
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
getForestTexture() - layer 4
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
-----------------------------------------------------------
Assertion failed: textures[i]->w() == texture_width
File: /builds/vrresto/il2ge/_modules/render_util/include/render_util/texture_util.h:59
-----------------------------------------------------------
Aborted.

I created a ticket: https://gitlab.com/vrresto/il2ge/issues/8

hadji4

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Re: graphics extender
« Reply #284 on: October 02, 2018, 02:26:42 PM »

Please run the latest build https://gitlab.com/vrresto/il2ge/-/jobs/103604933/artifacts/download and post your il2ge.log. I installed this mod but unfortunately I can not. Thank you for your help
Code: [Select]
** il2ge.dll initialization ***
Build: 103604933
Commit: fdb46d985cb67fed921f37645d14d520a3f6fdb5
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\hpi.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\verify.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\java.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\bin\zip.dll
LoadLibrary: wrapper.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2fb.exe
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\DT.dll
  *** Library **** DT ****  Loaded *** 102

LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\pathfind.dll
LoadLibrary: C:\Games\IL2-1946_412_VPmodpack\il2_corep4.dll
*** il2_core wrapper initialisation ***

L2GE: enable dump: 0
core wrapper library: C:\Games\IL2-1946_412_VPmodpack\il2ge.dll
il2ge/cache/atmosphere_map is up to date.
core wrapper library: C:\Games\IL2-1946_412_VPmodpack\il2ge.dll
il2ge/cache/curvature_map is up to date.
registerMetaClass: com.maddox.il2.engine.Sun
method: setNative
registerMetaClass: com.maddox.il2.engine.Renders
method: PrePreRenders
method: PostPreRenders
method: PostRenders
registerMetaClass: com.maddox.il2.engine.Render
method: transform3f
method: transform3fInv
method: transformVirt3f
method: prepareStates
method: clearStates
method: flush
method: shadows
method: drawBeginTriangleLists
method: drawEnd
method: drawTriangleList___3FIII_3II
method: drawTriangleList___3F_3II_3II
method: vertexArraysTransformAndLock
method: vertexArraysUnLock
registerMetaClass: com.maddox.il2.engine.Landscape
method: cPreRender
method: cRender0
method: cRender1
method: cLoadMap
method: cUnloadMap
registerMetaClass: com.maddox.il2.engine.Camera
method: SetCameraPos
method: SetOrtho2D
method: SetViewportCrop
method: SetFOV
*** il2_core wrapper initialisation finished ***
getExport: _JNI_OnLoad@8
getExport: JNI_OnLoad
getExport: _Java_com_maddox_il2_engine_GObj_setInterf@12
RTS Version 2.2

getExport: _Java_com_maddox_il2_engine_GObj_version@8
Core Version 2.0   
getExport: _Java_com_maddox_il2_engine_Mat_tgaInfo@16
getExport: _Java_com_maddox_il2_engine_Mat_LoadTextureAsArrayFromTga@32
getExport: _Java_com_maddox_opengl_gl_DeleteTextures@16
getExport: _Java_com_maddox_il2_engine_Render_clearStates@8
getExport: _Java_com_maddox_opengl_gl_Color4f@24
getExport: _Java_com_maddox_opengl_gl_DepthMask@12
getExport: _Java_com_maddox_opengl_gl_TexEnvi@20
getExport: _Java_com_maddox_opengl_gl_BindTexture@16
getExport: _Java_com_maddox_opengl_gl_Begin@12
getExport: _Java_com_maddox_opengl_gl_TexCoord2f@16
getExport: _Java_com_maddox_opengl_gl_Vertex3f@20
getExport: _Java_com_maddox_opengl_gl_End@8
getExport: _Java_com_maddox_il2_engine_Render_drawBeginLines@12
getExport: _Java_com_maddox_il2_engine_Render_drawLines@32
getExport: _Java_com_maddox_il2_engine_Render_drawEnd@8
getExport: _Java_com_maddox_sound_Preset_jniDestroy@12
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
getExport: _Java_com_maddox_il2_engine_Landscape_setAstronomic@28
getExport: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
gl error: GL_INVALID_OPERATION
-----------------------------------------------------------
Assertion failed: err == GL_NO_ERROR
File: /builds/vrresto/il2ge/core_wrapper/core/core.cpp:155
-----------------------------------------------------------
Aborted.
current thread: 0x270c
waiting for backtrace thread to finish ...
target thread: 0x270c
-----------------------------------------------------------

Error occurred on Tuesday, October 2, 2018 at 23:23:16.

Registers:
eax=00000000 ebx=00000000 ecx=00000000 edx=00000000 esi=52b00800 edi=000026b4
eip=7760bd4c esp=0019f710 ebp=0019f780 iopl=0         nv up ei pl nz ac pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00200212

AddrPC   Params
7760BD4C 0000017C 000026B4 FFFFFFFF  C:\WINDOWS\SYSTEM32\ntdll.dll!ZwSignalAndWaitForSingleObject
529C2428 52B006C0 52B01141 00000009  C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!printBacktracePrivate  [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 210]
529C17C8 52B006C0 0019F826 00000001  C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!abort  [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 290]
529C1A95 52B02655 52B02498 0000009B  C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!_assert  [/builds/vrresto/il2ge/loader/src/backtrace.cpp @ 317]
529C7F24 0019F880 0019F908 00000000  C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!loadMap  [/builds/vrresto/il2ge/core_wrapper/core/core.cpp @ 155]
529D6094 0234CA54 0019F8F0 0019F908  C:\Games\IL2-1946_412_VPmodpack\il2ge.dll!cLoadMap  [/builds/vrresto/il2ge/core_wrapper/jni_wrapper/wrap_Landscape.cpp @ 71]
04257369 00000001 0000035A 80004E48
0424E15C 0000000F 00000005 00000001
0424DC46 0000000F 00000005 80004E48
0424749C 84156C08 842CCAC8 7FFF02F8
0423F61B 00000001 84156C08 842CCBF0
0423EA37 00000001 84156C08 842CCBF0
0423E8C5 7FFF0158 029D0482 00000000
0423D705 0234CFAC 0019FA64 02000001
041AB86D 80F28880 0019FAB4 000000B8
03B03F88 00000001 F0D69068 F0D69038
03AFAF16 00000000 EF7ACA58 0234C9D0
6D4DB41C 0019FB00 0019FC5C 0000000A  C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVMCI_InstallStackOvrFlowExceptionFilter
6D44034E 0000000A 00000000 0019FBC4  C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D46932D 6D440266 0019FC54 0019FBAC  C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_FindSignal
6D440262 0234CA54 0019FC54 00000000  C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
6D446827 0234C9D0 0234D394 24731008  C:\Games\IL2-1946_412_VPmodpack\bin\hotspot\jvm.dll!JVM_DisableCompiler
004020BC 0234CA54 0234D394 24731008  C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
00401FFF 0224163C 00000000 00000000  C:\Games\IL2-1946_412_VPmodpack\il2fb.exe!Java_com_maddox_rts_SFSInputStream_close
0234CA54 00000000 00000000 00000000



I just don’t know which part of il2ge to post, it all has a lot of records ???
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SAS~Storebror

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Re: graphics extender
« Reply #285 on: October 02, 2018, 11:04:58 PM »

I created a ticket: https://gitlab.com/vrresto/il2ge/issues/8

I take it that...
Code: [Select]
reading maps/_Tex/Italy_DF/forest/summer/itawood4.tga
-----------------------------------------------------------
Assertion failed: textures[i]->w() == texture_width
File: /builds/vrresto/il2ge/_modules/render_util/include/render_util/texture_util.h:59
...should indicate that the assertion...
Code: [Select]
"textures[i]->w() == texture_width"...fails on itawood4.tga.
That texture can be found here: https://www.mediafire.com/file/bxab88iea4zg0sb/itawood4.tga/file
The file is a 512x512 IMF texture, the internal file structure is fine.
What I'm wondering about is that according to the log, the same file just seems to have loaded successfully before (layer 3) but then failed on layer 4.
Or it's the other way around and that file was the last to load successfully.
In that case, the next file that gets loaded (and not logged anymore) would be maps/_Tex/TB_e0.tga, it can be found here: https://www.mediafire.com/file/9h2f6aixek3zckp/TB_e0.tga/file
That file is a bit different in that it has no alpha channel. It's 1024x1024 24bpp pure TGA.

I installed this mod but unfortunately I can not.
Code: [Select]
(...)
Loading mission campaign/ru/vv1/VV1_A_05_1.mis...
Where's that campaign coming from? Couldn't find it in my VP folder.

]cheers[
Mike
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Don't split your mentality without thinking twice.

Stainless

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Re: graphics extender
« Reply #286 on: October 03, 2018, 02:22:37 AM »

Looking through the code I can see ....

Code: [Select]
  template <typename T>
  TexturePtr createTextureArray(const std::vector<typename T::ConstPtr> &textures, int mipmap_levels = 0)
  {
    static_assert(std::is_same<typename T::ComponentType, unsigned char>::value);

    assert(!textures.empty());

    assert(textures[0]);
    const int texture_width = textures[0]->w();
    const unsigned texture_size = texture_width * texture_width * T::BYTES_PER_PIXEL;

    std::vector<const unsigned char*> texture_data(textures.size());
    for (unsigned i = 0; i < textures.size(); i++)
    {
      assert(textures[i]);
      assert(textures[i]->w() == texture_width);
      assert(textures[i]->h() == texture_width);
      assert(textures[i]->dataSize() == texture_size);
      texture_data[i] = textures[i]->data();
    }

    return createTextureArray(texture_data, mipmap_levels, texture_width, T::BYTES_PER_PIXEL);
  }

This code is throwing the assert.

Looking through the rest of the code (quickly) I can see on place I am worried about.

Code: [Select]
bool render_util::loadImageFromMemory(const std::vector<char> &data_in,
                          int num_channels,
                          std::vector<unsigned char> &data_out,
                          int &width,
                          int &height)
{
  int actual_channels = 0;

  unsigned char *image_data =
    stbi_load_from_memory(reinterpret_cast<const unsigned char*>(data_in.data()),
                          data_in.size(),
                          &width,
                          &height,
                          &actual_channels,
                          num_channels);

  if (image_data)
  {
    data_out.resize(width * height * num_channels);
    memcpy(data_out.data(), image_data, data_out.size());

    stbi_image_free(image_data);
    image_data = 0;

    return true;
  }
  else
  {
    std::cout << "error loading image: " << stbi_failure_reason() << std::endl;
    return false;
  }
}


You can see that you are using the variable num_channels to create the output array, and ignoring the variable actual_channels which is read from the image.

So if num_channels is not equal to actual_channels, you are going to have a problem.


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slibenli

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Re: graphics extender
« Reply #287 on: October 03, 2018, 02:59:43 AM »

Thanks SAS~Storebror and Stainless.

Looking through the rest of the code (quickly) I can see on place I am worried about.
Code: [Select]
bool render_util::loadImageFromMemory(const std::vector<char> &data_in,
                          int num_channels,
                          std::vector<unsigned char> &data_out,
                          int &width,
                          int &height)
{
  int actual_channels = 0;

  unsigned char *image_data =
    stbi_load_from_memory(reinterpret_cast<const unsigned char*>(data_in.data()),
                          data_in.size(),
                          &width,
                          &height,
                          &actual_channels,
                          num_channels);

  if (image_data)
  {
    data_out.resize(width * height * num_channels);
    memcpy(data_out.data(), image_data, data_out.size());

    stbi_image_free(image_data);
    image_data = 0;

    return true;
  }
  else
  {
    std::cout << "error loading image: " << stbi_failure_reason() << std::endl;
    return false;
  }
}


You can see that you are using the variable num_channels to create the output array, and ignoring the variable actual_channels which is read from the image.

So if num_channels is not equal to actual_channels, you are going to have a problem.


It looks like a problem (I myself fell into that trap after looking at the code again after a while) -
But num_channels forces the number of channels in the output data.
actual_channels just reports the number of channels in the file.
Actually I don't know why I called it actual_channels.

This is the declaration of stbi_load_from_memory:
Code: [Select]
STBIDEF stbi_uc *stbi_load_from_memory   (stbi_uc           const *buffer, int len   , int *x, int *y, int *channels_in_file, int desired_channels);
And the documentation:
Code: [Select]
// Standard parameters:
//    int *x                 -- outputs image width in pixels
//    int *y                 -- outputs image height in pixels
//    int *channels_in_file  -- outputs # of image components in image file
//    int desired_channels   -- if non-zero, # of image components requested in result
//
// The return value from an image loader is an 'unsigned char *' which points
// to the pixel data, or NULL on an allocation failure or if the image is
// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,
// with each pixel consisting of N interleaved 8-bit components; the first
// pixel pointed to is top-left-most in the image. There is no padding between
// image scanlines or between pixels, regardless of format. The number of
// components N is 'desired_channels' if desired_channels is non-zero, or
// *channels_in_file otherwise. If desired_channels is non-zero,
// *channels_in_file has the number of components that _would_ have been
// output otherwise. E.g. if you set desired_channels to 4, you will always
// get RGBA output, but you can check *channels_in_file to see if it's trivially
// opaque because e.g. there were only 3 channels in the source image.
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