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Orbiter Visualization Project Orbiter external graphics development. |
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#4966 |
Donator
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Why are you trying a different approach every time?
But that aside, let me try to help you:
After that you might like to install (extract into your Orbiter folder) HiRes Textures etc. also to be found on http://orbit.medphys.ucl.ac.uk/download.html Last edited by kuddel; 04-18-2019 at 10:21 PM. |
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#4967 |
Addon Developer
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So I have done 1-5. But when I run a default DG scns it ctd.
Code:
; === ORBITER Master Configuration File === EchoAllParams = FALSE LPadRect = 1138 325 1688 899 ; === Visual parameters === EnableLocalLights = TRUE AmbientLevel = 20 CSphereBgImage = Visible (DSS2/Wikisky) CSphereBgPath = csphere\dds2 CSphereBgIntensity = 0.05 ; === Visual helper parameters === Bodyforces = 188 1 1 ; === Device settings === DeviceIndex = 0 ModeIndex = 0 NoVSync = TRUE WindowWidth = 400 WindowHeight = 300 ; === User interface parameters === MenubarMode = 0 SelVesselTab = 3 ; === Window positions === LpadScnListWidth = 204 LpadModListWidth = 213 LpadExtListWidth = 213 ; === Active plugin list === ACTIVE_MODULES ScnEditor LuaConsole LuaMFD InterMFD57 Multistage2015_MFD CameraMFD CamControl Attachment Manager UnivPTG GPCMFD STSGuidanceMFD Glideslope D3D9Client END_MODULES |
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#4968 |
Donator
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You've installed several add-ons! Please be patient and do it one step after the other! Any add-on could potentially break your setup. When installing several things at once no one can tell who's to blame. By the way, unfortunately I've edited my procedure once ore twice, so you might not have gotten the "final" version ![]() Last edited by kuddel; 04-18-2019 at 10:47 PM. |
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#4969 |
Addon Developer
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Thanks. I will take a look
---------- Post added 04-19-19 at 05:58 AM ---------- Previous post was 04-18-19 at 06:15 PM ---------- Still get the dxruntime error: Code:
; === ORBITER Master Configuration File === EchoAllParams = FALSE LPadRect = 539 240 1089 814 ; === Visual parameters === EnableLocalLights = TRUE ; === Device settings === DeviceIndex = 0 ModeIndex = 0 NoVSync = TRUE StencilBuffer = TRUE WindowWidth = 900 WindowHeight = 562 ; === User interface parameters === SelVesselTab = 3 ; === Window positions === LpadScnListWidth = 204 LpadModListWidth = 213 LpadExtListWidth = 213 ; === Active plugin list === ACTIVE_MODULES D3D9Client END_MODULES Code:
**** Orbiter.log 000000.000: Build Aug 28 2016 [v.160828] 000000.000: Timer precision: 6.83946e-007 sec 000000.000: Found 0 joystick(s) 000000.000: Module AtlantisConfig.dll .... [Build 160828, API 160828] 000000.000: Module AtmConfig.dll ......... [Build 160828, API 160828] 000000.000: Module DGConfigurator.dll .... [Build 160828, API 160828] 000000.000: --------------------------------------------------------------- BaseDir : C:\Orbiter2016\ ConfigDir : C:\Orbiter2016\Config\ MeshDir : C:\Orbiter2016\Meshes\ TextureDir : C:\Orbiter2016\Textures\ HightexDir : C:\Orbiter2016\Textures2\ ScenarioDir: C:\Orbiter2016\Scenarios\ 000000.000: --------------------------------------------------------------- 000000.000: Module D3D9Client.dll ........ [Build 190406, API 160828] 000000.000: 000000.000: **** Creating simulation session 000000.000: D3D9: [DirectX 9 Initialized] D3D9: 3D-Adapter.............. : AMD Radeon HD 8330 D3D9: MaxTextureWidth......... : 16384 D3D9: MaxTextureHeight........ : 16384 D3D9: MaxTextureRepeat........ : 8192 D3D9: VolTexAddressCaps....... : 0x3F D3D9: NumSimultaneousRTs...... : 4 D3D9: VertexDeclCaps.......... : 0x3FF D3D9: MiscCaps................ : 0x3FCCF2 D3D9: XNA Math Support........ : Yes D3D9: Vertex Texture.......... : Yes D3D9: Shadow Mapping.......... : Yes D3D9: D3DFMT_A16B16G16R16F.... : Yes D3D9: D3DFMT_A32B32G32R32F.... : Yes D3D9: D3DFMT_D32F_LOCKABLE.... : Yes D3D9: D3DFMT_A2R10G10B10...... : Yes D3D9: D3DFMT_L8............... : Yes D3D9: D3DDTCAPS_DEC3N......... : Yes D3D9: D3DDTCAPS_FLOAT16_2..... : Yes D3D9: D3DDTCAPS_FLOAT16_4..... : Yes D3D9: Runs under WINE......... : No D3D9: Available Texture Memory : 4092 MB 000000.000: D3D9: [3DDevice Initialized] D3D9: ERROR: D3D9Surface.cpp Line:2045 Error:-2147024770 D3DXCreateEffectFromFileA(pDev, name, 0, 0, 0, 0, &FX, &errors) D3D9: ERROR: Failed to create an Effect (Modules/D3D9Client/CKBlit.fx) D3D9: ERROR: D3D9Pad.cpp Line:87 Error:-2147024770 D3DXCreateEffectFromFileA(pDev, name, 0, 0, 0, 0, &FX, &errors) D3D9: ERROR: Failed to create an Effect (Modules/D3D9Client/Sketchpad.fx) D3D9: ERROR: D3D9Effect.cpp Line:341 Error:-2147024770 D3DXCreateEffectFromFileA(pDev, name, macro, 0, D3DXSHADER_NO_PRESHADER|D3DXSHADER_PREFER_FLOW_CONTROL, 0, &FX, &errors) D3D9: ERROR: Failed to create an Effect (Modules/D3D9Client/D3D9Client.fx) D3D9: ERROR: PlanetRenderer.cpp Line:193 Error:-2147024770 D3DXCreateEffectFromFileA(pDev, name, macro, 0, 0, 0, &pShader, &errors) D3D9: ERROR: Failed to create an Effect (Modules\D3D9Client\Surface.fx) D3D9: ERROR: Scene.cpp Line:2997 Error:-2147024770 D3DXCreateEffectFromFile(pDev, name, 0, 0, 0, 0, &FX, &errors) D3D9: ERROR: Failed to create an Effect (Modules/D3D9Client/SceneTech.fx) |
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#4970 |
Beta Tester
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If I recall errors like that are related to missmatch of DirectX-runtimes. Official distributions are here and the link to required runtimes [June-2010] http://users.kymp.net/~p501474a/D3D9Client/
In a case of non-official builds the required runtimes may wary. The latest runtimes package doesn't contain older runtimes against which the client may have been linked. |
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#4971 |
Addon Developer
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Thanks That did it. Got 3.8 running. I was using the link in the doc.
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#4972 |
Tutorial translator
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#4973 |
Donator
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Everyone that finds an error in the documents, please tell us! Documenting an ever changing environment is not without flaws. Nevertheless, this Runtimes issue comes up every couple of weeks and the forum is full of hints about this. ---------- Post added at 14:24 ---------- Previous post was at 13:19 ---------- Merged some "logging features" from trunk to 2016-branch: Code:
Merged revision(s) 861,1042-1047 from trunk: - Documentation update - updated DirectX runtimes URL to link to the current (June 2010) version. - fixed incorrect report of spacecraft.dll used when starting another scenario without closing the Launchpad dialog. - Added logging of loaded D3D9 DLLs and their versions. - added EditorConfig file Visual Studio 2017 supports this natively, Visual Studio 2015 might need a plugin (see https://EditorConfig.org) ![]() |
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#4974 |
Orbinaut
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hello
I am using gcSetupCustomCamera in an MFD it works but I don't get vessel shadows Is there something to do to have shadows activated ? Thanks |
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#4975 |
Orbinaut
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I have a minor issue with the self-shadows: When I set the terrain mapping to projected this works very well for the most part, except that the shadow is not visible from internal views. This makes it quite challenging for scenarios such as landing the LM on the moon as one relies a lot on the shadow for height perception. Using stencil mode is the only way right now to see your shadow from internal views.
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#4976 |
Orbinaut
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Don't know if you guys would take an interest in this but I came across a wrapper called VK9 which apparently runs DirectX 9 applications on Vulkan. Given by what I've read on other forums, it's to help increase frame rate, etc. I installed the latest pre-release available on Orbiter and it didn't have any conflicts. However, I can't tell if it's a) running and b) if there's any improvement to Orbiter as I have an GTX 1080 and Orbiter always runs smoothly, even when I push it at DSR.
Anyway, link is below if you want to check it out: https://github.com/disks86/VK9 |
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#4977 |
Addon Developer
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#4978 |
Beta Tester
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There is also "OrbitalShadowMult = 0.85" parameter added in D3D9Client.cfg that will control ground shadow intensity. PHP Code:
---------- Post added at 16:49 ---------- Previous post was at 16:39 ---------- New Build of the Client Is Out The name of the beta build is messed up for some reason but it's supposed to be for r.88 of the Orbiter. - Vessel ground shadows should be now visible from the cockpit view. - Some other ground shadow fixes been made. Overlapping stencil shadows shouldn't be as common anymore but can still occur with very large structures. - Planet night lights intensity fixes has been made and the runway lights should be brighter. - An attempt is made to address the VC over-saturation issue in SSU. (Haven't been able to test it) (feedback required) - There is also "OrbitalShadowMult = 0.85" parameter added in D3D9Client.cfg to control cloud shadow intensity (you may need to run the client once for the line to appear) ![]() Last edited by jarmonik; 08-27-2019 at 01:53 PM. |
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#4980 |
Orbinaut
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Is there any update on the smaller sized MFD font issue I posted about a while back? It's not a major concern but I just wanted to point it out as it still remains the way it used to be even with the latest D3D9 build and GPU drivers (I also had an OS reinstallation in the meantime and the issue persisted with a clean W10 install).
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d3d9client, graphicsclient |
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