What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
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
=====================================
-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
I need a full log of the console, there is information on the system at the beginning is 
-

Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
lastest binaries, shaders, light filters (filters on rotated models fixed now)
http://yadi.sk/d/mM7PESZ22GDOU
http://yadi.sk/d/mM7PESZ22GDOU
-

Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
This is improved. It rendered textures and fewer errors. I deleted cache and previous shader directory prior to running.Barnes wrote:lastest binaries, shaders, light filters (filters on rotated models fixed now)
http://yadi.sk/d/mM7PESZ22GDOU


- 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
-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
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
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);
}
-

Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
Thanks, the new shader worked!


HP has not released a new ATI driver since 2010 when my laptop was made. So it must be perfect the first try, right?


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

http://devgurus.amd.com/message/1286794#1286794 - our topic about this problem
shadows from bmodels work now

-

Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
i can almost see a nipple 
wheres her tail?
really...
she looks like she should have a tail.
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?
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
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/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: What are you working on?
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.
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)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
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.
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?
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)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Who is online
Users browsing this forum: No registered users and 1 guest

