#4565803 - 04/24/21 07:41 AM
Re: Blackhawk Cockpit Mod - issue reports
[Re: Reticuli]
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messyhead
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Lovely.
I did get a freeze a couple times:
ASSERT default_mfd_mode !=mfd_mode And then the address: D:\blackhawk-1-16-1\aphavoc\source\gunships\avionics\blackhawk\bh_mfd.c8530
Is that address even valid? All my EECH stuff is on C. Hardcoded lookup?
Your IAS gauge is not accurate, the flight director computer screen is frozen/wrong, can't see the rotors or the weapons from the cockpit, and there's a nifty thing with shift k where I can get the copilot main MFD to show transparently in my HMD that's kinda neat.
This is the only valid issue you've reported so far. There are no hardcoded paths in the code. There is a project map that references every file in the codebase, and is used to give the line of code when an error occurs, but it's just a pointer to the code that gave the error. I still need the debug.log file to show what happened before the error, and a description from you of what you were doing exactly.
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#4565806 - 04/24/21 07:51 AM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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Joined: Nov 2020
Posts: 49
Hijongpark
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I was at one of the FARP and about to start recon mission in single kiowa. I tried to check but the savefile is refusing to run now, right after the kiowa crash.
do you play the game with compatibility mode on ? I only enabled running in administrator mode.
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Last edited by Hijongpark; 04/24/21 07:53 AM.
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#4565816 - 04/24/21 11:12 AM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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messyhead
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I've got quite a few years of reference photos from searching online. It's probably everything you'd be able to find yourself, unless there's been new additions in the last few years. None of them are very high resolution unfortunately, and none of them are of the exact pit that I was modelling. I have one very dark image of the actual cockpit that shows the layout of instruments, but not much detail. I've also got flight manuals that were available online.
I'll archive what I have and upload it for you.
This is the only image I've been able to find of the actual cockpit I was modelling...
https://www.researchgate.net/profile/Arthur_Estrada/publication/235159990/figure/fig1/AS:368192691163136@1464795386119/Multifunction-displays-in-the-cockpit-of-an-MH-60L.png
Last edited by messyhead; 04/24/21 11:14 AM.
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#4565818 - 04/24/21 11:17 AM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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Polak
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Thank you for the reply, but after some thinking, I deleted my earlier post and request as I do not want get too deep into what you have already done with great success. I will try to make some corrections to sizes as having some of the textures not in size of power of 2 can really make cause some troubles. Then we wil see. Sorry.
Last edited by Polak; 04/24/21 11:21 AM.
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#4565898 - 04/25/21 07:44 AM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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Polak
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I have resized (power of 2) and converted to DDS all of the textures belonging to this beautiful cockpit. A link was sent to @messyhead for testing. I hope it will help that shimmering problem. Only this comment and suggestion for now that some of the sizes of the textures as shown in the below picture should be perhaps increased (like that of the central panel) and others decreased (like that of a screw head!). For the lower panel I as it is the large surface. I think 2048 texture would be required or even larger. Only then all of the textures could be combined into one or 2 single textures for lower drawcalls. I truly like this method of doing panels from scratch in Illustrator instead of using photos from the web as they are obviously scarce and of poor quality. Also, it saves that difficult task of removal toggle switches from the background.
Last edited by Polak; 04/25/21 07:49 AM.
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#4565950 - 04/25/21 03:54 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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Polak
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I think that shimmering has not much to do with the type of the textures used but rather with vibrations introduced while rotors are engaged. When rotors are disengaged and come to stop that shimmering also stop. Also, I think that despite what EECH.ini says about the possibility of setting vibrations to 0 they never really go away.
This also brings me to earlier noticed kind of buggy rotation of fuselage on the pad. Not related really to the vibrations mentioned here above.
DDS textures work for me but they do not make any difference. Mipmaps do not have too much of the application here in the cockpit as the viewing distance stays mostly the same all the time. Mipmaps in DDS format may still be useful for other objects in EECH.
Great job on this cockpit anyway!
Last edited by Polak; 04/25/21 03:55 PM.
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#4565956 - 04/25/21 04:32 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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**DONOTDELETE**
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You've edited your post again, but I'll ask you a question what could be the difference in speed between one texture 2048x2048 and 30 smaller ones? is this an imperceptible difference? is it felt? I mean in cockpit textures, not models ingame.I mean drawcalls, I read a bit about it in google, but still don't know how it affects the speed of the game.
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#4565962 - 04/25/21 05:09 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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Polak
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is this an imperceptible difference? is it felt? I mean in cockpit textures, not models ingame.I mean drawcalls, Yes, it is felt in the FPS (frame per sec) in situations where larger scenes with a higher number of objects, a higher number of participants in the multiplayer event is involved. It has also to do with changing graphic hardware that modern cards are having higher and faster memories so much bigger textures are possible and more manageable than in the past. Let us remember that we are dealing here with nearly 20 yrs old games and things have changed for sure over those 2 decades. I come to tell this from my experience in BMS where things also have evolved and changed (and still they continue to change) over the years. BTW I edit often my posts due to errors not much really else.
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#4565985 - 04/25/21 09:05 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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**DONOTDELETE**
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DDS textures are NOT allowed by code. Only tga and bmp.they used to be allowed, but not anymore.
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#4565993 - 04/25/21 09:58 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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Polak
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DDS textures are NOT allowed by code. Only tga and bmp.they used to be allowed, but not anymore. So that is that then! BTW I wanted to ask is there any way to zoom in being in cockpit to the instruments except for of course F3 and F4 which I know? Like a mouse look which I see in the options but mouselook seems not be able to zoom just move the view. Maybe those numbers next to mouse look selectio window. What are they?
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#4565996 - 04/25/21 10:18 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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**DONOTDELETE**
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Mouse scroll not working? You can change in eech ini minfov=1 this gives you the maximum zoom on the mouse wheel . Dont know if i understand question.
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#4565997 - 04/25/21 10:26 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: ]
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messyhead
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DDS textures are NOT allowed by code. Only tga and bmp.they used to be allowed, but not anymore. DDS can be used, see the note for modders in the 1.16 release post. I've used DDS and they work. But they need to be in the right format. This is from the code, about the formats that can be used.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//VJ 050814 NOTE:
// - bmp bitmaps are always considered 24 bit RGB non-mipmap and non-alpha blended
// - dds are 24 bit RGB format and may contains mipmaps, and may contain an alpha channel
// the format with alpha is: unsigned 32 bit A8R8G8B8
// - eech wants the format BRG so red and blue channel are swapped on reading
//texture names are in eech-new\modules\3d\textname.h
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
DDS textures are NOT allowed by code. Only tga and bmp.they used to be allowed, but not anymore. This isn't correct from what I know. Can you show something that says DDS doesn't work?
Last edited by messyhead; 04/25/21 10:38 PM.
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#4566002 - 04/25/21 11:10 PM
Re: Blackhawk Cockpit Mod - issue reports
[Re: messyhead]
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**DONOTDELETE**
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For some reason all textures have been swapped to tga, and you shouldn't use them if there is not a single dds texture in the original game right now. that's my opinion. I remember that thealx once wrote that cannot be used. but maybe I got it wrong.
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#4566046 - 04/26/21 08:35 AM
Re: Blackhawk Cockpit Mod - issue reports
[Re: ]
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messyhead
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For some reason all textures have been swapped to tga, and you shouldn't use them if there is not a single dds texture in the original game right now. that's my opinion. I remember that thealx once wrote that cannot be used. but maybe I got it wrong. In the past, all DDS had to be flipped. Firebird (or maybe thealx) changed the DDS loading code, so the DDS no longer needed to be flipped. But rather than go through the existing DDS textures and flip them all manually, they were converted to tga as that format is also valid. But from 1.16 onwards, DDS can be used without being flipped. It's in the note on the release. https://SimHQ.com/forum/ubbthreads.php/topics/4234430/eech-ver1-16-0-is-out#Post4234430
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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