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Orbiter Visualization Project Orbiter external graphics development. |
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#751 |
Beta Tester
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2. Reinstall the client and make sure that every file is replaced. It's probably most common issue that shader files and executable are from a different installations. ---------- Post added at 00:36 ---------- Previous post was at 00:31 ---------- You can use nVidia texture tools. It's a command line tool but probably the best available. Just copy the nvdxt.exe in a texture folder and execute the commands form a command line. for an example: nvdxt -file dgmk4_2_ns_norm.bmp -v8u8 or: nvdxt -file dgmk4_2_ns_norm.bmp -dxt5nm |
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#752 |
Survivor of 21/10/2011
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How do I know which version of the nVidia tools to download, 32-bit or 64-bit?
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#755 |
Survivor of 21/10/2011
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Ok, I installed the Texture Tools, and I see no nvdxt.exe. Just 4 folders: bin, lib, src and include, and a MS-DOS batch file called 'nvttcmd'
Last edited by diogom; 08-20-2011 at 10:13 PM. |
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#756 |
O-F Administrator
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#757 |
Survivor of 21/10/2011
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That did it, thanks! Now to convert them...
---------- Post added at 11:37 PM ---------- Previous post was at 11:26 PM ---------- I copied the nvdxt.exe file into a folder with the .bmp's, but when I execute the file, I see the command line window for like two seconds and that's it, nothing else happens... |
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#758 |
O-F Administrator
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Code:
D: cd "D:\Orbiter Files\bitmaps" nvdxt -file dgmk4_1_norm.bmp -dxt5nm nvdxt -file dgmk4_2_norm.bmp -dxt5nm nvdxt -file dgmk4_2_ns_norm.bmp -dxt5nm exit |
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#759 |
Orbiter Founder
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Ok, the good news is that I managed to get the RC33 client working with 2010P1 on my old laptop with shameful lack of anything resembling a graphics card
![]() The semi-good news is that RC33 also mostly works with my latest orbiter build. However:
As for the main menu, D3D9 complains that CopyRect failed. I've attached the log for reference. The mechanism I used was fairly similar to the way the old info boxes were implemented. As you can see, I was trying to be a good boy and have separate textures for source and target for blits. Maybe you can spot what I did wrong. One question: should the source surface _not_ have a texture interface? Anyway, I'll try to upload a new beta soon to make this easier to analyse, although I am currently severely limited regarding orbiter development. |
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#760 |
Survivor of 21/10/2011
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In advance, sorry if I'm starting to be a pain
![]() This command lines thing is new to me. I have the folder with the bitmaps in the desktop. When I open the Command Line, I get, besides the OS info: C:\Documents and Settings\my name> By looking at it, the Desktop folder is inside that "my name" folder. I tryed putting: C:\Documents and Settings\my name>Desktop\bitmaps (I named the folder where the bmps are 'bitmaps') and then the 'nvdxt' lines. I get that 'Desktop\bitmaps' isn't recognized as an internal or external command, operational program or batch file. Again, sorry, and thanks for the help so far. |
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#761 |
O-F Administrator
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Code:
C:\Documents and Settings\my name> cd Desktop\bitmaps C:\Documents and Settings\my name\Desktop\bitmaps> nvdxt -file dgmk4_1_norm.bmp -dxt5nm C:\Documents and Settings\my name\Desktop\bitmaps> nvdxt -file dgmk4_2_norm.bmp -dxt5nm C:\Documents and Settings\my name\Desktop\bitmaps> nvdxt -file dgmk4_2_ns_norm.bmp -dxt5nm C:\Documents and Settings\my name\Desktop\bitmaps> exit |
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#762 |
Survivor of 21/10/2011
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Coverted using -dxt5nm, DG still black. -v8u8 as jarmonik suggested earlier also gives the same result.
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#763 |
Beta Tester
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1. Upgrade the target type from a texture to a rendering target texture. 2. Bring the source texture into a system memory pool. I have implemented the first option. I'll do some testing with the new build and I'll upload the dll after that. |
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#764 |
Beta Tester
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Here is RC33b with the new texture to texture conversion rule implemented. The package contains only a dll file and it's compatible with the existing shaders (*.fx files).
Last edited by jarmonik; 09-20-2012 at 09:42 PM. |
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#765 |
Donator
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I copy my question from the normal map topic.
jarmonik, can you use a similar approach for animated textures? Something like "texture_anim_2_500.dds", where "2" is the frame number, and "500" - the frame duration, in milliseconds. This could be useful for making cool rocket exhaust, or explosions. |
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d3d9client, graphicsclient |
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