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Orbiter Visualization Project Orbiter external graphics development.

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Old 04-18-2019, 10:16 PM   #4966
kuddel
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Why are you trying a different approach every time?
But that aside, let me try to help you:
  1. You've installed the DirectX (9) runtimes => good
  2. You should unzip Orbiter 2016 in a folder of your choice (http://orbit.medphys.ucl.ac.uk/download.html). Here you might have chosen the "msi Installer". That is also an option. I usually chose the ZIP and unpack it wherever I like, but the msi-Option should work as well (I assume that is what you meant when you said "[...]Unzipped into a blank folder and ran setup[...]", right?
  3. You extract the content of "3D9Client for Orbiter 2016" into the folder you've filled at step 2. (the download you mentioned - D3D9ClientR3.8-forOrbiter2016(r1137).zip - is O.K). Make sure you keep the sub-folder structure when extracting.
  4. Run ortiter_ng.exe, select D3D9Client under "Modules"
  5. Setup the video tab (resolution etc.)
  6. Start a scenario

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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Old 04-18-2019, 10:20 PM   #4967
gattispilot
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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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Old 04-18-2019, 10:24 PM   #4968
kuddel
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Quote:
Originally Posted by gattispilot View Post
 So I have done 1-5.
No you didn't!
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 sorry if that was the case

Last edited by kuddel; 04-18-2019 at 10:47 PM.
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Old 04-19-2019, 10:58 AM   #4969
gattispilot
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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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Old 04-19-2019, 11:12 AM   #4970
jarmonik
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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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Old 04-19-2019, 11:28 AM   #4971
gattispilot
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Thanks That did it. Got 3.8 running. I was using the link in the doc.
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Old 04-19-2019, 12:28 PM   #4972
Ripley
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Quote:
Originally Posted by gattispilot View Post
 ... I was using the link in the doc.
Time to update it then.
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Old 04-19-2019, 02:24 PM   #4973
kuddel
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Quote:
Originally Posted by Ripley View Post
 Time to update it then.
They have been (2017-08-31). I believe the 2016-branch didn't get that merge.

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)
I did expect that to have happened already
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Old 04-28-2019, 10:46 AM   #4974
patio
Orbinaut
Default gcSetupCustomCamera shadow

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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Old 05-13-2019, 02:04 PM   #4975
jalexb88
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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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Old 06-09-2019, 03:06 PM   #4976
Antares14
Orbinaut
Default DX9 to Vulkan wrapper

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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