Forum

What are you working on?

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Re: What are you working on?

Postby qbism » Thu Jan 31, 2013 1:46 am

Barnes wrote:Mmmm... post console log please
Code: Select all
-----------
program 'ambientWorld': error(s) in fragment shader:
-----------
Fragment shader failed to compile with the following errors:
ERROR: 2:94: error(#247) Function return is not matching type
ERROR: error(#273) 1 compilation errors.  No code generated

-----------
Failed!
Load light world program program 'lightWorld': error(s) in fragment shader:
-----------
Fragment shader failed to compile with the following errors:
ERROR: 2:31: error(#247) Function return is not matching type
ERROR: error(#273) 1 compilation errors.  No code generated

-----------
program 'lightWorld': error(s) in fragment shader:
-----------
Fragment shader failed to compile with the following errors:
ERROR: 2:31: error(#247) Function return is not matching type
ERROR: error(#273) 1 compilation errors.  No code generated

-----------
Failed!
Load ambient model program succeeded
Load light model program program 'aliasBump': error(s) in fragment shader:
-----------
Fragment shader failed to compile with the following errors:
ERROR: 1:27: error(#247) Function return is not matching type
ERROR: 1:51: error(#160) Cannot convert from '4-component vector of float' to
'3-component vector of float'
ERROR: error(#273) 2 compilation errors.  No code generated

-----------
Failed!
Load gauss blur program succeeded
Load radial blur program succeeded
Load dof blur program succeeded
Load bloom program succeeded
Load refraction program succeeded
Load thermal vision program succeeded
Load water program succeeded
Load particles program succeeded
Load shadow program succeeded
Load generic program succeeded
Load cinematic program succeeded
Load load screen program succeeded
Load fxaa program succeeded
Load film grain program succeeded
Programs loading time = 0.5900 sec


=====================================

User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: What are you working on?

Postby Barnes » Thu Jan 31, 2013 11:53 am

I need a full log of the console, there is information on the system at the beginning is :)
User avatar
Barnes
 
Posts: 226
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow

Re: What are you working on?

Postby Barnes » Thu Jan 31, 2013 2:01 pm

lastest binaries, shaders, light filters (filters on rotated models fixed now)
http://yadi.sk/d/mM7PESZ22GDOU
User avatar
Barnes
 
Posts: 226
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow

Re: What are you working on?

Postby qbism » Sat Feb 02, 2013 1:11 am

Barnes wrote:lastest binaries, shaders, light filters (filters on rotated models fixed now)
http://yadi.sk/d/mM7PESZ22GDOU
This is improved. It rendered textures and fewer errors. I deleted cache and previous shader directory prior to running.

Image

Image

Code: Select all
===== Quake2xp Console initialized =====

====== File System Initialization ======

Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (42 files)
Added packfile ./baseq2/q2xp0.pkx (973 files)
Added packfile ./baseq2/q2xpMdl.pkx (146 files)
Added packfile ./baseq2/q2xpMdl1.pkx (76 files)
Added packfile ./baseq2/q2xpMusic.pkx (21 files)
Added packfile ./baseq2/q2xpTex0.pkx (3263 files)

Using './baseq2' for writing
Found game library at './baseq2/gamex86xp.dll'

execing default.cfg
execing xpconfig.cfg

======= Winsock Initialized ======

==== Starting OpenGL Renderer ====

========System Information========

Cpu Brand Name: Intel(R) Core(TM) i3 CPU       M 380  @ 2.53GHz
Number of Cpu Cores: 2, Threads: 4
CPU Speed: ~2527MHz
Supported Extensions: MMX SSE SSE2 SSE3 SSE4 HTT EM64T

Total physical RAM:       4095 MB
Available physical RAM:   3387 MB
Total PageFile:           4095 MB
Available PageFile:       4095 MB
Total Virtual Memory:     2047 MB
Available Virtual Memory: 1766 MB

OS: Microsoft Windows 7 x64 Home Premium Edition Service Pack 1 build 7601

UserName: lwhoever

===OpenIL library initiation...===
OpenIL VENDOR:  Abysmal Software
OpenIL Version: 178
==================================

Initializing OpenGL display
...setting mode 0:[800x600] Window
...setting windowed mode

=============================
Checking Basic WGL Extensions
=============================

...using WGL_ARB_pixel_format
...WGL_NV_multisample_coverage not found
...ignoring WGL_ARB_multisample

=============================

WGL_PFD: Color 32-bits, Depth 24-bits, Alpha 8-bits, Stencil 8-bits

GL_VENDOR:   ATI Technologies Inc.
GL_RENDERER: ATI Mobility Radeon HD 5650
GL_VERSION:  4.0.10188 Compatibility Profile Context

=====================================
Checking Basic Quake II XP Extensions
=====================================

...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_texture_filter_anisotropic
   [16 max] [16 selected]
...ignoring GL_ARB_texture_compression
...using GL_EXT_draw_range_elements
...using GL_EXT_stencil_two_side
...using GL_ARB_occlusion_query
   Found 32 occlusion query bits
...using GL_ARB_occlusion_query2
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_rectangle
...using GL_NV_conditional_render
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...GL_ARB_get_program_binary not found

   GLSL Version:                  4.00
   maxFragmentUniformComponents:  1024
   maxVertexUniformComponents:    1024
   maxVertexAttribs:              16
   maxVaryingFloats:              64
   maxVertexTextureImageUnits:    16
   maxTextureImageUnits:          16
   maxCombinedTextureImageUnits:  32
   maxFragmentUniformComponents:  1024

Initializing programs...

Load ambient world program succeeded
Load light world program succeeded
Load ambient model program succeeded
Load light model program program 'aliasBump': error(s) in fragment shader:
-----------
Fragment shader failed to compile with the following errors:
ERROR: 1:45: error(#160) Cannot convert from '4-component vector of float' to
'3-component vector of float'
ERROR: error(#273) 1 compilation errors.  No code generated

-----------
Failed!
Load gauss blur program succeeded
Load radial blur program succeeded
Load dof blur program succeeded
Load bloom program succeeded
Load refraction program succeeded
Load thermal vision program succeeded
Load water program succeeded
Load particles program succeeded
Load shadow program succeeded
Load generic program succeeded
Load cinematic program succeeded
Load load screen program succeeded
Load fxaa program succeeded
Load film grain program succeeded
Programs loading time = 1.0280 sec


=====================================

===Starting OpenAL audio subsystem===

...opening default device: succeeded (Generic Software)
...audio chip without onboard RAM.
...capture capabilities.

1 Auxiliary Effect Slot
1 Auxiliary Send per Source

Effects Supported: -
'Reverb' Support            YES
'EAX Reverb' Support        YES
'Chorus' Support            NO
'Distortion' Support        NO
'Echo' Support              NO
'Flanger' Support           NO
'Frequency Shifter' Support NO
'Vocal Morpher' Support     NO
'Pitch Shifter' Support     NO
'Ring Modulator' Support    NO
'Autowah' Support           NO
'Compressor' Support        NO
'Equalizer' Support         NO

Filters Supported: -
'Low Pass'  Support         YES
'High Pass' Support         NO
'Band Pass' Support         NO

...sample offset capabilities.
...unlocked linear distance preset.
...unlocked exponent distance preset.
126 mix channels allocated.
streaming channel allocated.

AL_VENDOR:     Creative Labs Inc.
AL_RENDERER:   Software
AL_VERSION:    1.1
AL_EXTENSIONS:
EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET
AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE

DEVICE: Generic Software

EFX initialized
-------------------------------------

======== Init Music subsistem =======

CDAudio_Init: MCI_OPEN failed (296)
=====================================

LoadLibrary (./baseq2/gamex86xp.dll)
==== InitGame ====

==== Use Quake2xp Net Protocol ====

------- Server Initialization -------
0 entities inhibited
0 teams with 0 entities
-------------------------------------
====== Quake2xp Initialized ======

Music shutdown

======== Init Music subsistem =======

CDAudio_Init: MCI_OPEN failed (296)
=====================================

loopback: client_connect
------- Server Initialization -------
0 entities inhibited
0 teams with 0 entities
-------------------------------------

Changing map...
reconnecting...




Outer Courts
External entities not found. Use bsp entities
CDAudio: drive ready test - get status failed
level loading time = 12 sec
==== ShutdownGame ====
Server was killed.
]condump
usage: condump <filename>
]condump q2xpcon.txt
Dumped console text to ./baseq2/q2xpcon.txt.txt

User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: What are you working on?

Postby Barnes » Sat Feb 02, 2013 9:20 am

hahaha welcome to ati opengl drivers!)))
1 ati drivers uncorrect work with conditional render set r_useNvConditionalRender to zero
2 fixed light shader for ati

Code: Select all
uniform sampler2D      u_bumpMap;
uniform sampler2D      u_diffuseMap;
uniform samplerCube    u_CubeFilterMap;

uniform float           u_LightRadius;
uniform vec3         u_LightColor;

varying vec2         v_texCoord;
varying vec3         v_viewVec;
varying vec3         v_lightVec;
varying vec4         v_CubeCoord;


#include lighting.inc

void main(){

vec3 N =  normalize(texture2D(u_bumpMap, v_texCoord).rgb * 2.0 - 1.0);
float tmp = texture2D(u_bumpMap,   v_texCoord.xy).a;
vec4 specular = vec4(tmp);
vec4 diffuse  = texture2D(u_diffuseMap,  v_texCoord.xy);
vec4 cubeFilter = textureCube(u_CubeFilterMap, v_CubeCoord.xyz);
               
// compute the atten
vec3 tmp1 = v_lightVec;
tmp1 /= u_LightRadius;
float att = max(1.0 - dot(tmp1, tmp1), 0.0);

// compute the light vector
vec3 L = normalize(v_lightVec);

// compute the view vector
vec3 V = normalize(v_viewVec);

vec2 E = PhongLighting(N, L, V, 16.0);

gl_FragColor = cubeFilter * att * vec4(u_LightColor, 1) * (E.x * diffuse + E.y * specular);

}
User avatar
Barnes
 
Posts: 226
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow

Re: What are you working on?

Postby qbism » Sun Feb 03, 2013 11:31 pm

Thanks, the new shader worked! :D
Image

Image

HP has not released a new ATI driver since 2010 when my laptop was made. So it must be perfect the first try, right?
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: What are you working on?

Postby Barnes » Mon Feb 04, 2013 10:55 am

newest catalist 13.1 also has nv_conditional_render bug
http://devgurus.amd.com/message/1286794#1286794 - our topic about this problem

shadows from bmodels work now

Image
User avatar
Barnes
 
Posts: 226
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow

Re: What are you working on?

Postby leileilol » Wed Feb 06, 2013 3:55 pm

Practicing with coloring and shading
Image
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Postby goldenboy » Wed Feb 06, 2013 8:11 pm

leileilol: very nice!
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: What are you working on?

Postby r00k » Thu Feb 07, 2013 4:23 am

i can almost see a nipple ;)

wheres her tail?

really...
she looks like she should have a tail.
r00k
 
Posts: 1110
Joined: Sat Nov 13, 2004 10:39 pm

Re: What are you working on?

Postby taniwha » Thu Feb 07, 2013 5:07 am

leileilol: looks good!

r00k: I'd say the nipples would be missing detail (there's no way that front would cover them (properly, anyway) on that size and shape of breasts).

Damn, makes me want to try modeling her. That pic makes for great concept art.

[edit]leileilol: just want to let you know, that looks awesome printed out on A3 paper :)
Leave others their otherness.
http://quakeforge.net/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: What are you working on?

Postby frag.machine » Thu Feb 07, 2013 2:08 pm

Great sketch, leileilol... n00b question: it was done old school style (paper, pencil, crayons) or purely digital ?
nitpick mode: left foot seems bigger than right foot. Maybe just a perspective problem, dunno.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Postby leileilol » Thu Feb 07, 2013 2:29 pm

it was done entirely digitally. The program I used was Mypaint, with acrylic and sketch brushes. I was actually going for an oldschool '90s capcom bengus drawing' look (see: Street Fighter Alpha, Darkstalkers, Night Warriors). Also here's a spoiler: I drew over a model render. I only really drew this because there wasn't any presentable illustrations for any OA character, especially for the reboot I want to do.

No, there's no nipples visible. The unintentional areola you think you see is just a shading misstroke, and it certainly isn't a missing detail (they are tucked down, quite common in anime). Also this is a dark elf, not a navi, so no tails.
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Postby goldenboy » Thu Feb 07, 2013 8:03 pm

Mypaint is a great little program.
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: What are you working on?

Postby frag.machine » Fri Feb 08, 2013 3:52 pm

leileilol wrote:it was done entirely digitally. The program I used was Mypaint, with acrylic and sketch brushes. I was actually going for an oldschool '90s capcom bengus drawing' look (see: Street Fighter Alpha, Darkstalkers, Night Warriors). Also here's a spoiler: I drew over a model render. I only really drew this because there wasn't any presentable illustrations for any OA character, especially for the reboot I want to do.

No, there's no nipples visible. The unintentional areola you think you see is just a shading misstroke, and it certainly isn't a missing detail (they are tucked down, quite common in anime). Also this is a dark elf, not a navi, so no tails.


Awesome, just downloaded and tried MyPaint, and I'm sold. Finally found a program I felt "natural" for free hand drawing. Thanks for the tip, leileilol.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest