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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: 3run]
#460506
07/03/16 00:05
07/03/16 00:05
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Malice
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Malice
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line 13 sc_defferedLighting if(!sc_deferredLighting_texBRDFLUT) sc_deferredLighting_texBRDFLUT = sc_volumeTexture_create(sc_deferredLighting_sBRDFLUT);
LOL ok - Like the old days
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: rayp]
#460507
07/03/16 00:05
07/03/16 00:05
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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I fixed the problem, yay I just changed the file name from sc_deferredLighting_LUT.dds to sc_deferredLighting_LUT.png, and overwritted it with blank white texture 8x8, and recreated all those folders in the compiled project's folder (shadec/tex/FILE!) and it worked! We tracked the error down! Edit: this means, that you'll have to go throw all shade-c files and change those string, sounds, bmap and all resources you'll find, so they don't have folders, but only names! Here is an example of what I mean: WRONG!
STRING* sc_deferredLighting_sBRDFLUT = "shadec/tex/sc_deferredLighting_LUT.dds";
CORRECT!
STRING* sc_deferredLighting_sBRDFLUT = "sc_deferredLighting_LUT.dds";
It's needed so you don't have to recreate each folder after publishing the project. Edit2: Photoshop 6 opens that file, but its gigantic. Maybe that's the reason it was giving the error? Probably one of those errors: or
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: 3run]
#460508
07/03/16 00:14
07/03/16 00:14
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
OP
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OP
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Joined: Jul 2008
Posts: 2,107
Germany
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You guys rock hard !!! I wanna suck your d*'s ! I just copyed the complete shadeC folder into published folder, all works fine! 3run youre Genius! So Boh never published a Project ^^
Last edited by rayp; 07/03/16 00:17.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: 3run]
#460509
07/03/16 00:14
07/03/16 00:14
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Malice
Unregistered
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Malice
Unregistered
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Google never fails That error code is not undefined. Simply looking it up in DirectX Error Lookup shows:
HRESULT: 0x88760b59 (2289437529) Name: D3DXERR_INVALIDDATA Description: Invalid data Severity code: Failed Facility Code: FACILITY_D3D (2166) Error Code: 0x0b59 (2905)
Such an error is usually accompanied by a helpful message from D3DX in the debug output window. Make sure you link against the debug version of D3DX first, and watch what is logged to the output window right as you step over that function.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: rayp]
#460511
07/03/16 00:18
07/03/16 00:18
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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You guys rock hard !!! I wanna suck your d*'s ! Naahhh, simple 'thank you' + playable demo in near future will do HRESULT: 0x88760b59 (2289437529) Name: D3DXERR_INVALIDDATA Description: Invalid data Severity code: Failed Facility Code: FACILITY_D3D (2166) Error Code: 0x0b59 (2905) This means that I guessed wrong Useful info! Thank you, Malice. Best regards! Edit: So does that mean, besides the folder structure, the file is corrupt/too big/whatever ?
I mean should i overwrite it like 3run said with a blank file ? Well if this error message says that it's INVALID, you probably should.. But asking about this some shader gurus won't hurt I guess (txesmi or Kartofel).
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: 3run]
#460514
07/03/16 00:23
07/03/16 00:23
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Malice
Unregistered
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Malice
Unregistered
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^ nope @3run you are right -> stackoverflow environment: i5 750 DDR3 4G Win7 pro x64 sp1 DXSDK 9.0c June 2010 GeForce GT240(driver 275.33) 512MB MSVC 2008 sp1
project: a game project that uses character sprite images that is DXT5(A8R8G8B8) dds format. A sprite is 512*512 size per each frame, and each frame is each other files. (we uses rendered 3dsmax cartoon shader modeling animation. and 3dsmax render each frame onto each other files.) and load that way :
HRESULT hr = D3DXCreateTextureFromFileEx( m_pd3dDevice //LPDIRECT3DDEVICE9 m_pd3dDevice ,filename_upper.c_str() //std::wstring filename_upper ,D3DX_DEFAULT_NONPOW2 ,D3DX_DEFAULT_NONPOW2 ,1 ,0 ,D3DFMT_A8R8G8B8 ,D3DPOOL_MANAGED ,D3DX_FILTER_NONE ,D3DX_FILTER_NONE ,NULL ,&info // D3DXIMAGE_INFO info ,NULL ,&rsTexture //LPDIRECT3DTEXTURE9 rsTexture ); problem: the hr is almost S_OK. when many files are loaded, sometimes it outs D3DXERR_INVALIDDATA. i was googling and i found it is not means reached out of Memory. (out of memory is D3DERR_OUTOFVIDEOMEMORY or E_OUTOFMEMORY) many answer says "file corrupted or abnormally format", but i don't think so because the error occurs in load random file. (the 'load failed file' is load successfully when next time, or the opposite case randomly).
what's the problem and what can i do? i'm really in panic help me!
I thought changing the nexus might be the answer - but no go EDIT - link to thread https://social.msdn.microsoft.com/Forums...ogiesdirectx101EDIT http://stackoverflow.com/questions/10980659/d3dxerr-invaliddata-occur
Last edited by Malice; 07/03/16 00:31.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: rayp]
#460515
07/03/16 00:24
07/03/16 00:24
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Maybe invalid is same as not found. My image viewer says 'decode error'. So I guess there are some troubles with the file itself. Try to 'resave' it (change it's size, make smaller etc... experiment a little bit)! I couldn't even open it. But to make things sure, better to ask shader gurus as I advised previously.
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