Models are blank when viewer can't find the textures. You need to set the archive path properly. (Edit->Settings)
Models are blank when viewer can't find the textures. You need to set the archive path properly. (Edit->Settings)
With the talk of the mesh inside a mesh, it got me thinking about something. My model is smaller than the average IG body, so MAYBE my model is actually there. And it is... Textured and everything, but still.... that other mesh over it I cannot figure out where IT is!
I really don't know what to make of this.
My model works....but its inside the other model. Now I've checked wargear, I've check animations theres NO reference to this ghost mesh in the RBF, so I'm thinking theres a model file attached doing this. So I checked with the guardsman model with the animations attached. Its blank. it's just got animation references. and there was not unusual draging vertex with the model.
But hey... least I figured out it doesn't crash the game. Just nothings still working properly... The Karskin armor stopped showing and the head won't reference it's texture unless its the first to be loaded.
After a bit further of testing I am dumbfounded STILL.... as it turns out.. there are actually FOUR meshes.... each smaller than the next....
If this means the "animator atachement" or something that's on the rbf files then that's probably the problem, for example if you to the Force Commander's rbf and add a animator attachment for "Space_Marine_Head" the force commander will appear in game with a Space Marine head, but the FC's head will still be underneath it.it's just got animation references
well thats because they used heads with attachments like jumpacks and teleporters and banners. But basically I'm havin trouble figuring out WHICH of the other references it is.
But see heres the wierd thing. If you'll notice my models got the SLEENDERMAN thing going on with the internal mesh, but my Commissar and medic got the same problem with no overmesh.
Last edited by Eihger; 10th Apr 10 at 2:42 PM.
#155
Eigher: I suggest then that you remove ALL animator attachments, then first add in only yours, and check it ingame. If it contains only your parts, then you start adding the others back one by one, testing each time you add one until you find out which one it is that's messing up. Searching by deduction.
EDIT: Alternatively, you can try recreating the setup from the RBF in the model viewer to find out which of the attachments contain the parts you want removed.
Das Bavarian Franch Reich
13 kilograms og Belgian hair
19 incidents of prolapsus from France
66 liters of unaware pancreas-hatted English priests
1/2 soothing-voiced Norwegian baboon
The body still crashes the model viewer some some reason...
Man I am just ready to call it quits on this project...
#157
Then what about trying the suggestion I gave before my edit?![]()
#158
eihger, dont give up. hopefully this may inspire you.
completly custom meshes are possible. ive had little major errors all though i am a bit wiser to fixing them now
its certainly inspired me more and i was already inspired
try the actual animation skeleton for the guardsman. it might have armour and such on it already, which would explain partially the extra models.
if it doesnt then im lost too.
Tutorials_And_Helpful_Sites_Here <-link
Want a 3d model commissioned? I may do so. Pm me!
http://steamcommunity.com/groups/dow40k2-woa Join up for updates and view other members.
#159
The Guardsman animation skeleton has no pieces on it, just for the record. Like with most other units, it's seperated into a skeleton only file and wargear pieces.
Well remember I removed ALL wargear animations from the rbf and it STILL showed up.
ALL no wargear,there is only FLOATING GUN, but yet, body... and like I said in my edit, I found 4 meshes in my model. I'll try and get a screen shot of that, but imagine my first picture, only russian dolled.
EDIT: I'll try and have results of further testing tonight, but I have work in a very short time. so I can't test too much... only dream...
Wondering if a mod could split this thread? :P Not to be a jerk, but this thread has been partially derailed and its somewhat difficult to follow Santos' progress. Perhaps we should all relegate our difficulties to the tutorial threads.
Santos Tools 2 v0.4 released!
This release contains a new tool: Material Editor. This tool lets you edit materials stored inside MODEL files without the need for 3D Studio MAX. What's even better, you can actually see what you're doing, as every material parameter change is immediately visible in the viewport!
Usage of the program is pretty straightforward. Open MODEL file, change some parameters and save it back. To get a nice display of the model you may want to tweak lights (Edit->Lights) and team colours (Edit->Team Colours). There are currently only two lights exposed in the UI. There's more lights (and other parameters) to be set in the shader but I don't have a good understanding of these values yet. Because of this lighting some objects properly may be quite difficult at the moment. Please see the readme file for more details and have fun!
Last edited by Santos; 13th Apr 10 at 6:23 AM.
#163
ok, after a quick 5 mins of peeking in the new tool, wouldnt it be better to have the texture thing combined with the model viewer? since they are mostly using the same layouts, files options etc.
the texture part could easily be worked in to the actual materials part in the model viewer.
Last edited by horusheretic; 11th Apr 10 at 9:37 AM.
Yes, that's the plan. I need to rewrite some parts of the old viewer in Direct3D and I can't tell how long it will take me to do this. For this reason I decided to strip some features, like animations, temporarily and release it today. Eventually both programs will be merged into one.
#165
for some reason i get black textures on all the models i load up in the material editor.
ive set the paths and even all the textures, shaders and such are extracted. the models even show up fine in the model viewer :s
Edit: it seems to crash on me when i try to open the guardian common mesh in the troops wargear folder using the material editor. :s
Try tweaking lighting a bit. Default settings for lights and team colours make models pretty much black.
This guardian (art/race_eldar/troops_wargear/armour/guardian_common.model)?
![]()
#167
even changing the team colours and lights have no effect.
#169
ive also tried tweaking all sorts of values there with no success too. as you can see the textures are fine, it just doesnt show them up for me in the material editor.
I get the same error as Horus. I tweaked lighting and team colors, no change. When changing the path to an invalid one the model is completely invisible so I know its seeing the correct path.
I can only reproduce this error when textures are missing but if your paths are correct it must be something else. You may want to check if your DirectX is up to date but I suppose it is. I'm adding a little bit of logging to this application right now which should help us in finding out what is the problem here.
Ok, here's a version of material editor which does some logging when loading materials. Open a model file and check log.txt for any errors.
http://hotfile.com/dl/37465906/ad5eb...ditor.rar.html
#173
thats what i got when i tried to open the guardian common file.Code:21:28:44: [DEBUG] Direct3D initialized 21:28:44: [DEBUG] Direct3D device created 21:29:35: [WARNING] Qt has caught an exception thrown from an event handler. Throwing exceptions from an event handler is not supported in Qt. You must reimplement QApplication::notify() and catch all exceptions there.
and this is what i got when playing around with as many settings as i could on a file that does load...
Code:21:32:41: [DEBUG] Direct3D initialized 21:32:41: [DEBUG] Direct3D device created 21:35:43: [DEBUG] Direct3D device released 21:35:43: [DEBUG] Direct3D released
There are no errors so all the textures are loading fine. It must be a display error than...
#175
Getting the same unlit (black) model as others seem to do. Running standard setting apart from the path naturally. Opening Gabriel's Power Armour, changed light settings and diffuse color, the closed up. This is the log produced (and pretty much all wargear I've opened seem to have a reference to a gloss map, but none of them actually exist, hence I assume that shouldn't really have freaked out the edit). This is an unedited, Relic model btw.
Out of curiosity: What lighting settings did you use i.e. for the common Guardian above? Just to rule that out as a potential problem.Code:22:54:20: [DEBUG] Direct3D initialized 22:54:20: [DEBUG] Direct3D device created 22:55:07: [WARNING] Failed to load texture: "D:\Dow2studio\dow2-2-2-project\data\art\race_marine\troops_wargear\armour\power_armour_gabriel\power_armour_gabriel_gls.dds" (D3DXERR_INVALIDDATA) 22:55:07: [WARNING] Failed to load texture: "D:\Dow2studio\dow2-2-2-project\data\art\race_marine\troops_wargear\armour\power_armour_gabriel\power_armour_gabriel_gls.dds" (D3DXERR_INVALIDDATA) 22:55:50: [DEBUG] Direct3D device released 22:55:50: [DEBUG] Direct3D released
#176
i just clone one of the specular textures and rename them since i cant find where these gloss textures are either if they do exist![]()
Yep, gloss textures are not used.
Try this one out: http://hotfile.com/dl/37478857/122df...ditor.rar.html
My settings for the guardian are included.
Maybe rapidshare instead of hotfile? :P It has some pretty annoying restrictions. 60 sec to wait for DL and crazy small bandwith limitation with 1 hour refresh.
[edit]
Still all black.
My log
I notice the warning regarding the gloss. Don't try to load the gloss maps? Then again if that was the issue it wouldn't work for you either.17:23:33: [DEBUG] Direct3D initialized
17:23:33: [DEBUG] Direct3D device created
17:24:06: [WARNING] Failed to load texture: "D:\Tools\DoW2Tools\Archive\201\art\race_eldar\troops_wargear\armour\guardian_common\guardian_head_common_gls.dds" (D3DXERR_INVALIDDATA)
17:24:06: [WARNING] Failed to load texture: "D:\Tools\DoW2Tools\Archive\201\art\race_eldar\troops_wargear\armour\guardian_common\guardian_common_gls.dds" (D3DXERR_INVALIDDATA)
17:24:06: [WARNING] Failed to load texture: "D:\Tools\DoW2Tools\Archive\201\art\race_eldar\troops_wargear\armour\guardian_common\guardian_common_gls.dds" (D3DXERR_INVALIDDATA)
17:24:19: [DEBUG] Direct3D device released
17:24:19: [DEBUG] Direct3D released
#180
Did the same thing as last time, just not changing any lights and instead using your default settings (so I'm not posting any logs).
As for gloss, I'm aware it isn't used. I was just mentioning it so as to avoid someone pulling the "your path is incorrect" card on me without really reading what textures it were complaining about.![]()
#181
media fire i find is a lot better than both...
anywho, perhaps you've refferenced something in the code that we dont have somewhere?
I got some progress with this...sort of. After installing newest NVidia drivers, I'm having this problem myself.
Edit: Got it to work...somewhat. Model displays with textures but only in the 'Standard' technique.It doesn't look at all like it used to, dynamic lighting and reflections just disappeared...
http://rapidshare.com/files/37480653...rialEditor.rar
Last edited by Santos; 11th Apr 10 at 4:10 PM.
does this update fix the truncated models, and possibly make my life a bit easier?
By the way Eihger, i was thinking that your 2 on 1 model problem could be tied to how Relic has done the Ig when compared to the rest of the units on the game, if you notice the IG's squad's units are actually randomized unlike every other squad in game, wouldn't it be possible that this is the source of your problem? Maybe you should look at the EBPS instead of the SBPS.
Shuma thats a good point, but they are not actually randomized. See the IG have 5 different models, with 5 corresponding gearsets.
see Trooper 1 is Common_a Trooper 2 is Common_b and so on.
but yes I have looked into it being a cross read issiue, and I just cannot figure out the ghost mesh... its still there no matter what I do, But the strangest thing is, that the body texture actually show up. but not the head texture.
Why don't you try importing->modifying->exporting a Space marine model+textures+crap if it works then it means that the issue is actually with the IG, and not with whatever you're doing.
Edit:
Also, i got it to work and it's... Magnificent.![]()
big picture
Just some texture issues here and there to fix and i'll be on business. A thousand thanks to Bro Santos who was kind enough to come back to the community with hands full of presents.
Last edited by Shuma; 11th Apr 10 at 9:20 PM. Reason: Whoops, forgot Spoiler Tag
thank you for the update. ive been waiting for something like this.
I uploaded v4 to ModDB. Much better than waiting at Rapidshare.Fantastic work Santos!
Santos Tools 2 v0.41 released!
This is a bugfix release. Material Editor should now display models properly. It's still not perfect, only Standard (High) technique works, there's no dynamic lighting and no reflections on models. Amazingly all these features worked before I updated my graphics drivers.I hope to further improve model display in next releases but this is the best I can get right now.
![]()
Last edited by Santos; 15th Apr 10 at 9:20 AM.
#190
would it be a little annoyance to add a button next to the reload button on each texture path to actually open up the texture in its default program?
say i have PS set as default editor, i click the open button and texture loads in program.
its just one of those little convenient things that goes along way the more you use it![]()
Noted.I'm also thinking auto reloading edited textures would be a nice addition.
![]()
The exporter keeps exporting small files, 9kb in size. and nothing shows up. Its not exporting the mesh at all, but it still loads up. it just won't show up in game or in viewer.
listener
"Exporting to 'C:\Program Files\Steam\steamapps\common\dawn of war 2\89th\data\art\race_ig\troops_wargear\armour\ig_armour_epic_kai\ig_armour_epic_kai.model'"
"Writing file header"
"Writing root chunk header"
"Exporting materials..."
"Exported 'relic.material.ig_armour' material"
"Exporting meshes..."
"Exporting markers..."
"Exporting bones..."
"Exported 'skeleton_root' bone"
"Exported 'bip01' bone"
"Exported 'bip01 footsteps' bone"
"Exported 'bip01 pelvis' bone"
"Exported 'bip01 r thigh' bone"
"Exported 'bip01 r calf' bone"
"Exported 'bip01 r foot' bone"
"Exported 'bip01 r toe0' bone"
"Exported 'bip01 l thigh' bone"
"Exported 'bip01 l calf' bone"
"Exported 'bip01 l foot' bone"
"Exported 'bip01 l toe0' bone"
"Exported 'bip01 spine' bone"
"Exported 'bip01 spine1' bone"
"Exported 'bip01 spine2' bone"
"Exported 'bip01 spine3' bone"
"Exported 'bip01 neck' bone"
"Exported 'bip01 head' bone"
"Exported 'bip01 l clavicle' bone"
"Exported 'bip01 l upperarm' bone"
"Exported 'bip01 l forearm' bone"
"Exported 'bip01 l hand' bone"
"Exported 'bip01 l finger0' bone"
"Exported 'bip01 l finger01' bone"
"Exported 'bip01 l finger1' bone"
"Exported 'bip01 l finger11' bone"
"Exported 'bip01 l finger2' bone"
"Exported 'bip01 l finger21' bone"
"Exported 'bip01 l weapon' bone"
"Exported 'bip01 l foretwist' bone"
"Exported 'bip01 l foretwist1' bone"
"Exported 'bip01 luparmtwist' bone"
"Exported 'bip01_shoulderpad_l' bone"
"Exported 'bip01 luparmtwist1' bone"
"Exported 'bip01 r clavicle' bone"
"Exported 'bip01 r upperarm' bone"
"Exported 'bip01 r forearm' bone"
"Exported 'bip01 r hand' bone"
"Exported 'bip01 r finger0' bone"
"Exported 'bip01 r finger01' bone"
"Exported 'bip01 r finger1' bone"
"Exported 'bip01 r finger11' bone"
"Exported 'bip01 r finger2' bone"
"Exported 'bip01 r finger21' bone"
"Exported 'bip01 r weapon' bone"
"Exported 'bip01 r foretwist' bone"
"Exported 'bip01 r foretwist1' bone"
"Exported 'bip01 ruparmtwist' bone"
"Exported 'bip01_shoulderpad_r' bone"
"Exported 'bip01 ruparmtwist1' bone"
"Export completed."
thats what the listener says, I don't know if its skipping the mesh or whats going on, but the export is coming up dry, but not empty.
#193
Nothing at all
Nothing at all
Nothing at all
So I used a different max file to export it, and it exported the mesh JUST FINE, it showed up in the model viewer and I thought " HURRAY It might finally work"
So I boot up the game, the game crashes IMMEDIATELY, and I can't open it in the model viewer without having it crash.
this sorta happened before. I was able to export the mesh, and it worked in the viewer, untill I added anything to it, then it dissapeared from the viewer and from the game, it went from a 46kb file to a 9kb file and wouldn't show up in game...
WARNINGLOG
Code:16:34:41.20 -- DOW2 Warnings Log -- 16:34:41.20 c:\program files\steam\steamapps\common\dawn of war 2\dow2.exe started at 2010-04-14 16:34 16:34:41.20 OS NT 5.1, 3328 MB Physical Memory, 2505 Mb Physical Available, 1334 Mb Virtual Available 16:34:41.20 RUN OPTIONS: -logs -dev -modname 89th 16:34:41.20 WORKING DIR: 'c:\program files\steam\steamapps\common\dawn of war 2' 16:34:41.20 USER: 'User' 16:34:41.71 MOD -- Initializing mod '89th', version '2.1', locale 'english'. 16:34:43.07 APP - Multi-threading Enabled 16:34:43.07 XTHREAD: Detected 2 core(s) with 2 hardware thread(s) 16:34:43.09 ParentalControls: No Games Explorer found. 16:34:43.43 NetworkManager::Create - creating network manager 16:34:49.59 Transport::Connection request to live://255.255.255.255,0.0.0.0?port=1001?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA== 16:34:49.59 Transport::Connection request to live://0.0.0.1,0.0.0.0?port=1000?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA== 16:34:49.60 MessageInternal::CreateChannel: Created channel GSTP 16:34:49.60 Session::Initialize - info, initializing session object, using threads. 16:34:49.60 Transport::Connection request to live://255.255.255.255,0.0.0.0?port=1001?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA== 16:34:49.60 AutomatchInternal: Instantiating 16:34:49.60 PartyInternal: Instantiating 16:34:49.60 MessageInternal::CreateChannel: Created channel PRTY 16:34:49.60 MessageInternal::CreateChannel: Created channel QCKM 16:34:49.60 Session::Initialize - info, initializing session object, using threads. 16:34:49.60 Transport::Connection request to live://255.255.255.255,0.0.0.0?port=1001?mac=AAAAAAAA?abOnline=AAAAAAAAAAAAAAAAAAAAAAAAAAA=?XnKid=AAAAAAAAAAA=?XnKey=AAAAAAAAAAAAAAAAAAAAAA== 16:34:49.60 Net::ThreadFunction - Entering network thread function... 16:34:49.60 HttpRequestAsync::Initialization - sending 0 bytes to dow2stats.relic.com///reports/get_statslevel.php?name=DOW2 16:34:49.64 MessageInternal::CreateChannel: Created channel STEM 16:34:49.64 GAME -- Dawn of War 2, EXE Version: 2.2, Build 4750 16:34:52.20 ShaderDatabase : shader [DATA:Shaders\TERRAINOVERLAY.SHADER] specifies an undefined inputlayout terrainbasemesh. 16:34:52.23 VIDEO -- Driver Name = nv4_disp.dll Desc = NVIDIA GeForce 9600 GSO 16:34:52.23 VIDEO -- Driver Vendor = 0x10DE Device = 0x0610 SubSys = 0x23851682 Rev = 0x00A2 16:34:52.23 VIDEO -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000B Build = 0x1F70 (8048) 16:34:52.23 VIDEO -- Driver GUID = {D7B71E3E-4550-11CF-426A-8E0303C2CB35} 16:34:52.71 XNetGetTitleXnAddr changed our reporting address 16:34:53.00 Largest sent is now 56 16:34:55.40 VIDEO -- Detected Display Video Memory [768 MB] 16:34:55.40 VIDEO -- 32bit OS Detected 16:34:55.40 VIDEO - Old NVIDIA video drivers without application registration support detected,installing more recent drivers will provide better performance 16:34:55.40 VIDEO - NVIDIA card version [65552], memory, dedicated [768 MB], system [0 MB], shared [0 MB] 16:34:55.40 VIDEO -- Dedicated Video Memory [768 MB] 16:34:55.40 VIDEO -- Graphics Card Memory [768 MB] Texture Memory Available [985 MB]. 16:34:55.40 RTREF - Creating RenderTarget <worldscene render target> 16:34:55.40 RTREF - Found Reservation 16:34:55.40 RTREF - Creating RenderTargetTexture worldscene render target texture 16:34:55.40 RTREF - Found RTT Reservation 16:34:55.40 RTREF - Creating RenderTargetTexture post process bright pass texture 16:34:55.40 RTREF - Found RTT Reservation 16:34:55.40 VIDEO - Using shader profile 'sm3' 16:34:55.45 SHADER -- variable [g_bPostProcessingEnabled] declared in [effectpool.shader] but not in .fx. 16:34:55.45 SHADER -- variable [g_useTerrainLightmap] declared in [effectpool.shader] but not in .fx. 16:34:55.50 SHADER -- variable [textureSize] declared in [terrain_splatongeometry.shader] but not in .fx. 16:34:56.12 VIDEO -- Texture Memory Start Device Reset: Video [768MB] Total [985MB] Available [964MB] Used [21MB]. 16:34:56.14 VIDEO -- Texture Memory End Device Reset: Video [768MB] Total [985MB] Available [960MB] Used [25MB]. 16:34:56.81 RTREF - Creating RenderTarget <shadow texture dummy> 16:34:57.81 SOUND -- FMOD System Initializing... 16:34:57.82 SOUND -- Speaker output configuration set to Stereo 16:34:57.87 SOUND -- FMOD System Initialized on device SB Audigy 2 ZS Audio [E800]. 16:34:58.06 SOUND -- SIR Filter 1 initialized 16:34:58.06 SOUND -- SIR Filter 2 initialized 16:34:58.06 SOUND -- Initializing ... 16:34:58.07 SOUND -- 96 voices selected, using 96 LOD settings 16:34:59.09 SOUND -- Initialization completed! 16:34:59.15 1 GameObj::m_loadState = LOAD_None 16:34:59.15 GAME -- Beginning FE 16:34:59.23 starting fe 16:34:59.23 ScaleformFrontEnd - Loading Front End 16:35:04.00 starting fe done 16:35:04.00 APP -- Resetting fp control word. 16:35:04.20 LiveAccountService:OnSignInChanged, clearing profile settings. 16:35:04.23 OnLogin: no previous login, auto selecting profile not required 16:35:04.39 OnConnect: successful connection established, enabling reconnect 16:35:04.39 OnConnect: this wasnt a reconnect, no need for autologin 16:35:04.79 Profile [00090000:01096c6d] selected on controller#0 16:35:04.79 LastStandManager -- Connect/SelectProfile -- Begin Loading. 16:35:04.85 LiveGetProfileSettingsAsync - setting profile settings. 16:35:05.09 LastStandManager -- Load StatsData Success. 16:35:05.23 LiveGetUserTitleData::OnComplete: success=1, error=0x00000000 16:35:05.23 LastStandManager -- Begin GetUserTitleData. 16:35:05.23 LastStandManager -- Processing. 16:35:05.23 LastStandManager -- UserTitleData Event Successful. 16:35:05.29 LastStandManager -- Load UserTitleData Success. 16:35:05.29 LastStandManager -- End GetUserTitleData. 16:35:05.85 LastStandManager -- Load RankData Success. 16:35:49.01 Transport::Update median kBPS [highest/current] sent = 0/0, recvd = 0/0, total = 0/0, max unsent 0, version mismatches 0 and blocked 0 16:35:50.01 LastStand -- Adding heroPBG sbps\core\race_eldar\survive\farseer_hero at index 0. 16:35:50.01 LastStand -- Adding heroPBG sbps\core\race_ork\survive\mekboy_hero at index 1. 16:35:50.01 LastStand -- Adding heroPBG sbps\core\race_marine\survive\tactical_marine_hero at index 2. 16:35:50.03 LastStand -- Adding heroPBG sbps\core\race_tyranid\survive\hive_tyrant_hero at index 3. 16:35:50.03 LastStand -- Adding heroPBG sbps\core\race_chaos\survive\chaos_sorcerer_hero at index 4. 16:36:05.76 PBGM Loaded in 39.594002 seconds. 16:36:06.57 GAME -- Using player profile USER-9747D3B339 16:36:20.87 FactoryT - CreateForm transition_movie 16:36:20.89 FactoryT - CreateForm main_menu 16:36:20.89 VIDEO -- Texture Memory Before Shrink Memory: Video [768MB] Total [985MB] Available [936MB] Used [49MB]. 16:36:20.95 VIDEO -- Texture Memory Before Shrink Memory: Video [768MB] Total [985MB] Available [940MB] Used [45MB]. 16:36:20.98 RTREF - Creating RenderTarget <worldscene render target> 16:36:20.98 RTREF - Found Reservation 16:36:20.98 RTREF - Reservation is available, allocating 16:36:20.98 RTREF - Creating RenderTargetTexture WorldScene render target texture 16:36:20.98 RTREF - Found RTT Reservation 16:36:20.98 RTREF - RTT Reservation is Avaliable! Allocating! 16:36:20.98 RTREF - Creating RenderTargetTexture FronEndVis render target 16:36:20.98 RTREF - Creating RenderTargetTexture Post Process bright pass texture 16:36:20.98 RTREF - Found RTT Reservation 16:36:20.98 RTREF - RTT Reservation is Avaliable! Allocating! 16:36:20.98 RTREF - Creating RenderTargetTexture Post Process blur texture 1 16:36:20.98 RTREF - Creating RenderTargetTexture Post Process blur texture 2 16:36:20.98 RTREF - Creating RenderTargetTexture Post Process blur texture 3 16:36:20.98 RTREF - Creating RenderTargetTexture Post Process blur texture 4 16:36:21.21 FactoryT - CreateForm news 16:36:21.87 LiveGetNewsAsync::Initialization - download [server:dow2news.relic.com], [path:/relic/dow2/news/english.xhtml] 16:36:21.89 HttpRequestAsync::Initialization - sending 0 bytes to dow2news.relic.com///relic/dow2/news/english.xhtml 16:36:22.65 LiveGetNewsAsync::InProgress - retval [response:4294967246] 16:36:22.65 LiveNewsService::ParseData - begin parse 16:36:22.65 LiveNewsService::ParseDataEndElement - item [level:3], [category:], [title:Dawn of War II: Chaos Rising Released!], [id:DOW2-en-TheLastStand], [date:March 11, 2010], [image:generic/fe/main_menu/news_chaos_rising] 16:36:22.65 LiveNewsService::ParseDataEndElement - item [level:3], [category:], [title:Free DLC - The Last Stand], [id:DOW2-en-TheLastStand], [date:October 14, 2009], [image:generic/fe/news/last_stand_icon] 16:36:22.65 LiveNewsService::ParseDataEndElement - item [level:3], [category:], [title:Make Your Own Maps!], [id:DOW2-en-CustomIcons], [date:July 2, 2009], [image:generic/fe/main_menu/news_worldbuilder] 16:36:22.65 LiveNewsService::ParseDataEndElement - item [level:3], [category:update], [title:], [id:DOW2-en-NewFeatures], [date:], [image:] 16:36:22.65 LiveNewsService::ParseDataEndElement - channel [level:2], [date:July 2, 2009] 16:36:22.65 LiveNewsService::ParseData - completed [status=1], [error=0,(null)], [lastBuildDate=July 2, 2009] 16:36:24.78 MessageInternal::CreateChannel: Created channel CAMP 16:36:26.81 FactoryT - CreateForm campaign_selection_form 16:36:27.56 MessageInternal::DestroyChannel: Destroyed channel CAMP 16:36:27.56 MessageInternal::CreateChannel: Created channel CAMP 16:36:29.32 FEHelper::PrepToHost: appbinary=3785506916, data=2187429830, moddll=2352332680, nat=1, joinable=1, skill=0 16:36:29.34 FactoryT - CreateForm campaign_save_game_selection_form 16:36:29.65 FactoryT - CreateForm campaign_party_panel 16:36:29.65 Slot size does not match GameInfo::MAX_COOP_PLAYERS, did we accept an invite? 16:36:29.67 FactoryT - CreateForm chat_panel 16:36:29.67 Created Matchinfo 16:36:29.67 Session::Reset with reason 999 and AdvertisementInternal::ResetSession() 16:36:29.67 Creation callback for for user [00090000:01096c6d] - steam [01100001:024ad9a0] - 16:36:29.67 starting online hosting 16:36:29.68 Session::GetState - info, session's state changed to [1:STATE_DISCONNECTED]. 16:36:30.28 OnJoinAdvertisementSuccess - joined online match, server leave notification required 16:36:30.28 starting local hosting 16:36:30.28 Transport::Connection request to live://192.168.1.101,68.104.160.93?port=524?mac=ADy/+HJI?abOnline=Cv6vAAB2BrzNPVUAAAAA+wIAAAA=?XnKid=gAGbbuB0RNo=?XnKey=hkL9b7vWEXVK0QXmLniHdA== 16:36:30.28 ValidateCustomData: called with 247 bytes of custom data 16:36:30.28 Validation callback for user [00090000:01096c6d] - steam [01100001:024ad9a0] - host 1 - match type 0 16:36:30.28 Steam ID is not registered [01100001:024ad9a0] 16:36:30.28 Host accepted Peer 1 into the match at address live://192.168.1.101,68.104.160.93?port=524?mac=ADy/+HJI?abOnline=Cv6vAAB2BrzNPVUAAAAA+wIAAAA=?XnKid=gAGbbuB0RNo=?XnKey=hkL9b7vWEXVK0QXmLniHdA== 16:36:30.28 AdvertisementInternal::Process - EVENT_NEWPEER 16:36:30.28 LiveOnPeerAddAsync added playerID 2533274807790701 as Local player in index 0 16:36:30.28 Registering steamID [01100001:024ad9a0] with userID [00090000:01096c6d] 16:36:30.28 Session::GetState - info, session's state changed to [2:STATE_CONNECTING]. 16:36:30.29 Session::GetState - info, session's state changed to [3:STATE_CONNECTED]. 16:36:30.29 hosting - Session is connected 16:36:30.29 Net::Session::SetHostGameStarted - session is set to SETUP. 16:36:30.29 Net::Session::SetVisible - session is set to VISIBLE. 16:36:30.31 hosting completed successfully 16:36:30.31 HostAsync - completed with HostResult = 0 16:36:30.31 AutomatchInternal::OnHostComplete - Completed Host with success=1 16:36:30.31 AutomatchInternal::OnHostComplete - automatcher is no longer active - ignoring 16:36:30.31 QuickMatchInternal::OnHostComplete - Host complete. 16:36:30.31 QuickMatchInternal::OnHostComplete - Quickmatch not in host state. 16:36:30.32 PeerID 1 is CONNECTED and has 0 message receipts and 0 messages pending receipt, highwater out of sequence is 0, avg compression is 0 percent, avg packet size is 0 16:36:30.35 destLen = 292
WARNINGLOG1
Code:12:49:25.00 -- DOW2 Warnings Log -- 12:49:25.00 c:\program files\steam\steamapps\common\dawn of war 2\dow2.exe started at 2009-08-21 12:49 12:49:25.00 OS NT 5.1, 3328 MB Physical Memory, 1653 Mb Physical Available, 1666 Mb Virtual Available 12:49:25.00 RUN OPTIONS: -logs -dev -nomovies 12:49:25.00 WORKING DIR: 'c:\program files\steam\steamapps\common\dawn of war 2' 12:49:25.00 USER: 'User' 12:49:25.11 MOD -- Initializing mod 'DOW2', version '1.5', locale 'english'. 12:49:25.25 APP - Multi-threading Enabled 12:49:25.25 XTHREAD: Detected 2 core(s) with 2 hardware thread(s) 12:49:25.25 UNIQUECHECK -- Duplicate instance of app 12:49:29.17 GlobalInit -- Failed load for step: 'Unique Check' 12:49:29.17 MOD -- (mod manager) shutting down
#195
well i mean the model viewer log. it gives a better explanation than the game will in this case.
wheres that log at? and I've already replaced the ad file twice over by now so thats kinda pointless, but I CAN re-extract it...
#197
the log file is in the same folder as the model viewer. conveniently called logfile or something like that.
EDITED for courtesy to not add another post
LOG
Code:16:48:16: Creating resource group General 16:48:16: Creating resource group Internal 16:48:16: Creating resource group Autodetect 16:48:16: SceneManagerFactory for type 'DefaultSceneManager' registered. 16:48:16: Registering ResourceManager for type Material 16:48:16: Registering ResourceManager for type Mesh 16:48:16: Registering ResourceManager for type Skeleton 16:48:16: MovableObjectFactory for type 'ParticleSystem' registered. 16:48:16: OverlayElementFactory for type Panel registered. 16:48:16: OverlayElementFactory for type BorderPanel registered. 16:48:16: OverlayElementFactory for type TextArea registered. 16:48:16: Registering ResourceManager for type Font 16:48:16: ArchiveFactory for archive type FileSystem registered. 16:48:16: ArchiveFactory for archive type Zip registered. 16:48:16: FreeImage version: 3.10.0 16:48:16: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 16:48:16: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2 16:48:16: DDS codec registering 16:48:16: Registering ResourceManager for type HighLevelGpuProgram 16:48:16: Registering ResourceManager for type Compositor 16:48:16: MovableObjectFactory for type 'Entity' registered. 16:48:16: MovableObjectFactory for type 'Light' registered. 16:48:16: MovableObjectFactory for type 'BillboardSet' registered. 16:48:16: MovableObjectFactory for type 'ManualObject' registered. 16:48:16: MovableObjectFactory for type 'BillboardChain' registered. 16:48:16: MovableObjectFactory for type 'RibbonTrail' registered. 16:48:16: *-*-* OGRE Initialising 16:48:16: *-*-* Version 1.6.4 (Shoggoth) 16:48:16: Loading library RenderSystem_Direct3D9 16:48:16: Installing plugin: D3D9 RenderSystem 16:48:16: D3D9 : Direct3D9 Rendering Subsystem created. 16:48:16: D3D9: Driver Detection Starts 16:48:16: D3D9: Driver Detection Ends 16:48:16: Plugin successfully installed 16:48:16: CPU Identifier & Features 16:48:16: ------------------------- 16:48:16: * CPU ID: AuthenticAMD: AMD Athlon(tm) 64 X2 Dual Core Processor 5200+ 16:48:16: * SSE: yes 16:48:16: * SSE2: yes 16:48:16: * SSE3: yes 16:48:16: * MMX: yes 16:48:16: * MMXEXT: yes 16:48:16: * 3DNOW: yes 16:48:16: * 3DNOWEXT: yes 16:48:16: * CMOV: yes 16:48:16: * TSC: yes 16:48:16: * FPU: yes 16:48:16: * PRO: yes 16:48:16: * HT: no 16:48:16: ------------------------- 16:48:16: D3D9 : Subsystem Initialising 16:48:16: *************************************** 16:48:16: *** D3D9 : Subsystem Initialised OK *** 16:48:16: *************************************** 16:48:16: D3D9RenderSystem::_createRenderWindow "OgreWidget", 100x30 windowed miscParams: externalWindowHandle=329550 16:48:16: D3D9 : Created D3D9 Rendering Window 'OgreWidget' : 100x30, 32bpp 16:48:16: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem. 16:48:16: Registering ResourceManager for type Texture 16:48:16: Registering ResourceManager for type GpuProgram 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT16_RGB 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT32_RGB 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT16_R 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT32_R 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT16_GR 16:48:16: D3D9: Vertex texture format supported - PF_FLOAT32_GR 16:48:16: RenderSystem capabilities 16:48:16: ------------------------- 16:48:16: RenderSystem Name: Direct3D9 Rendering Subsystem 16:48:16: GPU Vendor: nvidia 16:48:16: Device Name: NVIDIA GeForce 9600 GSO 16:48:16: Driver Version: 6.14.11.8048 16:48:16: * Fixed function pipeline: yes 16:48:16: * Hardware generation of mipmaps: yes 16:48:16: * Texture blending: yes 16:48:16: * Anisotropic texture filtering: yes 16:48:16: * Dot product texture operation: yes 16:48:16: * Cube mapping: yes 16:48:16: * Hardware stencil buffer: yes 16:48:16: - Stencil depth: 8 16:48:16: - Two sided stencil support: yes 16:48:16: - Wrap stencil values: yes 16:48:16: * Hardware vertex / index buffers: yes 16:48:16: * Vertex programs: yes 16:48:16: * Fragment programs: yes 16:48:16: * Geometry programs: no 16:48:16: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0 16:48:16: * Texture Compression: yes 16:48:16: - DXT: yes 16:48:16: - VTC: no 16:48:16: * Scissor Rectangle: yes 16:48:16: * Hardware Occlusion Query: yes 16:48:16: * User clip planes: yes 16:48:16: * VET_UBYTE4 vertex element type: yes 16:48:16: * Infinite far plane projection: yes 16:48:16: * Hardware render-to-texture: yes 16:48:16: * Floating point textures: yes 16:48:16: * Non-power-of-two textures: yes 16:48:16: * Volume textures: yes 16:48:16: * Multiple Render Targets: 4 16:48:16: - With different bit depths: yes 16:48:16: * Point Sprites: yes 16:48:16: * Extended point parameters: yes 16:48:16: * Max Point Size: 8192 16:48:16: * Vertex texture fetch: yes 16:48:16: - Max vertex textures: 4 16:48:16: - Vertex textures shared: no 16:48:16: * Render to Vertex Buffer : no 16:48:16: * DirectX per stage constants: yes 16:48:16: ResourceBackgroundQueue - threading disabled 16:48:16: Particle Renderer Type 'billboard' registered 16:48:16: !!! Direct3D Device Lost! 16:48:16: D3D9TextureManager released: 16:48:16: 0 unmanaged textures 16:48:16: D3D9HardwareBufferManager released: 16:48:16: 0 unmanaged vertex buffers 16:48:16: 0 unmanaged index buffers 16:48:16: Reset device ok w:404 h:323 16:48:16: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem. 16:48:16: D3D9TextureManager recreated: 16:48:16: 0 unmanaged textures 16:48:16: D3D9HardwareBufferManager recreated: 16:48:16: 0 unmanaged vertex buffers 16:48:16: 0 unmanaged index buffers 16:48:16: !!! Direct3D Device successfully restored. 16:48:21: Creating resource group Model1 16:48:21: Added resource location 'C:\Program Files\Steam\steamapps\common\dawn of war 2\GameAssets\Archives\DATA' of type 'FileSystem' to resource group 'Model1' 16:48:21: Initialising resource group Model1 16:48:21: Parsing scripts for resource group Model1 16:48:21: Finished parsing scripts for resource group Model1 16:48:21: Can't assign material to SubEntity of Model1_Skeleton because this Material does not exist. Have you forgotten to define it in a .material script? 16:48:21: D3D9 : Loading 2D Texture, image name : 'art\race_ig\troops_wargear\heads\ig_kaila\ig_kaila_dif.dds' with 2147483647 mip map levels 16:48:25: Creating resource group Model2 16:48:25: Added resource location 'C:\Program Files\Steam\steamapps\common\dawn of war 2\GameAssets\Archives\DATA' of type 'FileSystem' to resource group 'Model2' 16:48:25: Initialising resource group Model2 16:48:25: Parsing scripts for resource group Model2 16:48:25: Finished parsing scripts for resource group Model2 16:48:25: Can't assign material to SubEntity of Model2_Skeleton because this Material does not exist. Have you forgotten to define it in a .material script? 16:49:19: Destroying resource group Model2 16:49:19: Unloading resource group Model2 16:49:19: Finished unloading resource group Model2 16:49:19: Destroying resource group Model1 16:49:19: Unloading resource group Model1 16:49:19: Finished unloading resource group Model1 16:49:19: *-*-* OGRE Shutdown 16:49:19: Unregistering ResourceManager for type Compositor 16:49:19: Unregistering ResourceManager for type Font 16:49:19: Unregistering ResourceManager for type Skeleton 16:49:19: Unregistering ResourceManager for type Mesh 16:49:19: Unregistering ResourceManager for type HighLevelGpuProgram 16:49:19: Uninstalling plugin: D3D9 RenderSystem 16:49:19: D3D9 : Shutting down cleanly. 16:49:19: Unregistering ResourceManager for type Texture 16:49:19: Unregistering ResourceManager for type GpuProgram 16:49:19: D3D9 : Direct3D9 Rendering Subsystem destroyed. 16:49:19: Plugin successfully uninstalled 16:49:19: Unloading library RenderSystem_Direct3D9 16:49:19: Unregistering ResourceManager for type Material
Last edited by Eihger; 14th Apr 10 at 10:46 PM.
#199
@Eihger
Exporter will skip a mesh if it's not named correctly ([group]:[lod]:[mesh]) or if it ain't MAX Editable Mesh.
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