Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The ModelViewer
Tomisteam123 Offline
Junior Member

Posts: 3
Threads: 1
Joined: Aug 2012
Reputation: 0
#1
Solved: 8 Years, 1 Month ago The ModelViewer

Hi, i download the HPL Editor Suit and it came with the LevelEditor, MapView, ModelEditor, ModelView and etc. All the tools work except the ModelView, everytime i launch the ModelView it crash, here is the log:

Spoiler below!
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100731000830

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Setting video mode: 1024 x 768 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: Intel
Renderer: Intel® HD Graphics
Version: 3.1.0 - Build 8.15.10.2761
Max texture image units: 16
Max texture coord units: 8
Max user clip planes: 6
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 1.40 - Intel Build 8.15.10.2761
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 0
OGL ATIFragmentShader: 0
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/deferred_ssao_blur_frag.glsl'!
Shader code:
-------------------
[0001] #version 120
[0002] #extension GL_ARB_texture_rectangle : enable
[0003]
[0004] ////////////////////
[0005] // Arguments
[0006] uniform float afFarPlane;
[0007]
[0008] ////////////////////
[0009] // Samplers
[0010] uniform sampler2DRect occMap;
[0011]
[0012]
[0013] uniform sampler2DRect depthMap;
[0014]
[0015]
[0016] ////////////////////////////////////
[0017] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0018]
[0019] const float vMul[9] = float[9](0.05, 0.1, 0.25, 0.3, 0.1, 0.3, 0.25, 0.1, 0.05);
[0020] const float fOffset[9] = float[9](-3.35, -2.35, -1.35, -0.35, 0.0, 0.35, 1.35, 2.35, 3.35);
[0021]
[0022]
[0023] ////////////////////
[0024] // MAIN
[0025] void main()
[0026] {
[0027] //Mac cannot initialize outside of main
[0028]
[0029] //Get the core (at center) depth and create the minimum depth based on that.
[0030] float fCoreDepth = texture2DRect(depthMap, gl_FragCoord.xy).x;
[0031] float fMinDepth = fCoreDepth - 0.2 / afFarPlane;
[0032] //float fMaxDepth = fCoreDepth + 0.5 / afFarPlane; <- can skip since it does not give that much impact.
[0033]
[0034] //Offset mul depends on the direction of the blur.
[0035] float fBlurSize = 2.0;
[0036]
[0037] vec2 vOffsetMul = vec2(1.0, 0.0) * fBlurSize;
[0038]
[0039]
[0040]
[0041] vec3 vAmount =vec3(0.0);
[0042] float fMulSum =0.0;
[0043] for(int i=0; i<9; i+=1)
[0044] {
[0045] vec2 vCoordOffset = fOffset[i] * vOffsetMul;
[0046] vec2 vUVPos = gl_TexCoord[0].xy + vCoordOffset;
[0047]
[0048] vec3 vOcc = texture2DRect(occMap, vUVPos).xyz;
[0049] float fDepth = texture2DRect(depthMap, vUVPos).x;
[0050]
[0051] float fMul = vMul[i];
[0052]
[0053] //Skip any pixels where depth is lower (in front of) the core depth
[0054] //Do not want foreground leaking into background (opposite is acceptable though)
[0055] if(fDepth < fMinDepth) fMul*=0.25;
[0056] //if(fDepth > fMaxDepth) fMul=0; <- can skip since it does not give that much impact.
[0057]
[0058] vOcc *= fMul;
[0059]
[0060] fMulSum += fMul;
[0061] vAmount += vOcc;
[0062] }
[0063]
[0064] vAmount /= fMulSum;
[0065]
[0066] gl_FragColor.xyz = vAmount;
---------------------
Compile log:
---------------------
ERROR: 0:19: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:19: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:20: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:20: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:45: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:51: 'vMul' : left of '[' is not of type array, matrix, or vector


---------------------
ERROR: Couldn't create program 'deferred_ssao_blur_frag.glsl'
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/deferred_ssao_blur_frag.glsl'!
Shader code:
-------------------
[0001] #version 120
[0002] #extension GL_ARB_texture_rectangle : enable
[0003]
[0004] ////////////////////
[0005] // Arguments
[0006] uniform float afFarPlane;
[0007]
[0008] ////////////////////
[0009] // Samplers
[0010] uniform sampler2DRect occMap;
[0011]
[0012]
[0013] uniform sampler2DRect depthMap;
[0014]
[0015]
[0016] ////////////////////////////////////
[0017] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0018]
[0019] const float vMul[9] = float[9](0.05, 0.1, 0.25, 0.3, 0.1, 0.3, 0.25, 0.1, 0.05);
[0020] const float fOffset[9] = float[9](-3.35, -2.35, -1.35, -0.35, 0.0, 0.35, 1.35, 2.35, 3.35);
[0021]
[0022]
[0023] ////////////////////
[0024] // MAIN
[0025] void main()
[0026] {
[0027] //Mac cannot initialize outside of main
[0028]
[0029] //Get the core (at center) depth and create the minimum depth based on that.
[0030] float fCoreDepth = texture2DRect(depthMap, gl_FragCoord.xy).x;
[0031] float fMinDepth = fCoreDepth - 0.2 / afFarPlane;
[0032] //float fMaxDepth = fCoreDepth + 0.5 / afFarPlane; <- can skip since it does not give that much impact.
[0033]
[0034] //Offset mul depends on the direction of the blur.
[0035] float fBlurSize = 2.0;
[0036]
[0037] vec2 vOffsetMul = vec2(0.0, 1.0) * fBlurSize;
[0038]
[0039]
[0040]
[0041] vec3 vAmount =vec3(0.0);
[0042] float fMulSum =0.0;
[0043] for(int i=0; i<9; i+=1)
[0044] {
[0045] vec2 vCoordOffset = fOffset[i] * vOffsetMul;
[0046] vec2 vUVPos = gl_TexCoord[0].xy + vCoordOffset;
[0047]
[0048] vec3 vOcc = texture2DRect(occMap, vUVPos).xyz;
[0049] float fDepth = texture2DRect(depthMap, vUVPos).x;
[0050]
[0051] float fMul = vMul[i];
[0052]
[0053] //Skip any pixels where depth is lower (in front of) the core depth
[0054] //Do not want foreground leaking into background (opposite is acceptable though)
[0055] if(fDepth < fMinDepth) fMul*=0.25;
[0056] //if(fDepth > fMaxDepth) fMul=0; <- can skip since it does not give that much impact.
[0057]
[0058] vOcc *= fMul;
[0059]
[0060] fMulSum += fMul;
[0061] vAmount += vOcc;
[0062] }
[0063]
[0064] vAmount /= fMulSum;
[0065]
[0066] gl_FragColor.xyz = vAmount;
---------------------
Compile log:
---------------------
ERROR: 0:19: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:19: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:20: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:20: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:45: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:51: 'vMul' : left of '[' is not of type array, matrix, or vector


---------------------
ERROR: Couldn't create program 'deferred_ssao_blur_frag.glsl'
Adding engine materials
Adding engine post effects
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/posteffect_bloom_blur_frag.glsl'!
Shader code:
-------------------
[0001] ////////////////////////////////////////////////////////
[0002] // PostEffect Bloom Blur - Fragment Shader
[0003] //
[0004] // Blur effect for the bloom post effect
[0005] ////////////////////////////////////////////////////////
[0006]
[0007] #version 120
[0008] #extension GL_ARB_texture_rectangle : enable
[0009]
[0010] uniform sampler2DRect diffuseMap;
[0011]
[0012]
[0013] uniform float afBlurSize;
[0014]
[0015] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0016]
[0017] const float vMul[5] = float[5] ( 0.25, 0.3, 0.5, 0.3, 0.25);
[0018] const float fOffset[5] = float[5]( -2.5, -0.75, 0.0, 0.75, 2.5);
[0019]
[0020] const float fMulSum = 0.25+0.3+0.5+0.3+0.25;
[0021]
[0022] void main()
[0023] {
[0024]
[0025] vec3 vAmount =vec3(0);
[0026]
[0027]
[0028] vec2 vOffsetMul = vec2(0.0, 1.0)*afBlurSize;
[0029]
[0030]
[0031] for(int i=0; i<5; i+=1)
[0032] {
[0033] vec2 vOffset = vec2(fOffset[i])*vOffsetMul;
[0034] vec3 vColor = texture2DRect(diffuseMap, gl_TexCoord[0].xy + vOffset).xyz;
[0035] vAmount += vColor * vMul[i];
[0036] }
[0037]
[0038] vAmount /= fMulSum;
[0039]
[0040] gl_FragColor.xyz = vAmount;
[0041] gl_FragColor.w = 1.0;
---------------------
Compile log:
---------------------
ERROR: 0:17: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:17: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:18: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:18: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:33: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'vMul' : left of '[' is not of type array, matrix, or vector


---------------------
ERROR: Couldn't create program 'posteffect_bloom_blur_frag.glsl'
ERROR: Failed to compile GLSL shader 'C:/Program Files (x86)/Amnesia - The Dark Descent/redist/core/shaders/posteffect_bloom_blur_frag.glsl'!
Shader code:
-------------------
[0001] ////////////////////////////////////////////////////////
[0002] // PostEffect Bloom Blur - Fragment Shader
[0003] //
[0004] // Blur effect for the bloom post effect
[0005] ////////////////////////////////////////////////////////
[0006]
[0007] #version 120
[0008] #extension GL_ARB_texture_rectangle : enable
[0009]
[0010] uniform sampler2DRect diffuseMap;
[0011]
[0012]
[0013] uniform float afBlurSize;
[0014]
[0015] // Initialize these down in MAIN due to Mac OS X OpenGL Driver
[0016]
[0017] const float vMul[5] = float[5] ( 0.25, 0.3, 0.5, 0.3, 0.25);
[0018] const float fOffset[5] = float[5]( -2.5, -0.75, 0.0, 0.75, 2.5);
[0019]
[0020] const float fMulSum = 0.25+0.3+0.5+0.3+0.25;
[0021]
[0022] void main()
[0023] {
[0024]
[0025] vec3 vAmount =vec3(0);
[0026]
[0027]
[0028] vec2 vOffsetMul = vec2(1.0, 0.0)*afBlurSize;
[0029]
[0030]
[0031] for(int i=0; i<5; i+=1)
[0032] {
[0033] vec2 vOffset = vec2(fOffset[i])*vOffsetMul;
[0034] vec3 vColor = texture2DRect(diffuseMap, gl_TexCoord[0].xy + vOffset).xyz;
[0035] vAmount += vColor * vMul[i];
[0036] }
[0037]
[0038] vAmount /= fMulSum;
[0039]
[0040] gl_FragColor.xyz = vAmount;
[0041] gl_FragColor.w = 1.0;
---------------------
Compile log:
---------------------
ERROR: 0:17: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:17: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:18: 'const float' : cannot declare arrays of this qualifier
ERROR: 0:18: 'const' : non-matching types (using implicit conversion) for const initializer
ERROR: 0:33: 'fOffset' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'vMul' : left of '[' is not of type array, matrix, or vector


---------------------
ERROR: Couldn't create program 'posteffect_bloom_blur_frag.glsl'
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Trying to open device 'Generic Software on Altavoces (Realtek High Definition Audio)'... Success!
Number of mono sources: 32
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
--------------------------------------------------------

Game Running
--------------------------------------------------------
(This post was last modified: 09-24-2012, 07:22 PM by plutomaniac.)
09-24-2012, 07:03 PM
Find
Robby Offline
Posting Freak

Posts: 2,549
Threads: 38
Joined: Jun 2009
Reputation: 47
#2
Solved: 8 Years, 1 Month ago RE: The ModelViewer

Have you tried a re-download? I doubt that may help, but you can at least try that.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
09-24-2012, 07:07 PM
Website Find
Tomisteam123 Offline
Junior Member

Posts: 3
Threads: 1
Joined: Aug 2012
Reputation: 0
#3
Solved: 8 Years, 1 Month ago RE: The ModelViewer

(09-24-2012, 07:07 PM)Nemet Robert Wrote: Have you tried a re-download? I doubt that may help, but you can at least try that.
Yes i tried that, i downloaded the tools from here
http://wiki.frictionalgames.com/hpl2/tools/start, it's a secure site?
09-24-2012, 07:10 PM
Find
plutomaniac Offline
Super Moderator

Posts: 6,368
Threads: 45
Joined: May 2011
Reputation: 183
#4
Solved: 8 Years, 1 Month ago RE: The ModelViewer

yes it is. Use the have disk method to install the latest Intel HD drivers as said in the AMD+Intel support sticky thread.
09-24-2012, 07:22 PM
Find
Chap Offline
Member

Posts: 99
Threads: 16
Joined: Jul 2012
Reputation: 2
#5
Solved: 8 Years, 1 Month ago RE: The ModelViewer

Whilst we're on the subject, is there actually a way to close ModelView other than killing the process? xD

[Image: 20643.png]
09-24-2012, 09:44 PM
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#6
Solved: 8 Years, 1 Month ago RE: The ModelViewer

Press ESC
09-24-2012, 09:44 PM
Find
Chap Offline
Member

Posts: 99
Threads: 16
Joined: Jul 2012
Reputation: 2
#7
Solved: 8 Years, 1 Month ago RE: The ModelViewer

xD you have to be kidding...Why did I never think of that lol

EDIT: I thought I must have tried that - just realised why it would never work for me. Whilst running Photoshop, for some stupid reason, it stops the use of ESC in other programs - hence why ive never been able to close it lol

[Image: 20643.png]
(This post was last modified: 09-25-2012, 01:50 AM by Chap.)
09-24-2012, 09:47 PM
Find
Tomisteam123 Offline
Junior Member

Posts: 3
Threads: 1
Joined: Aug 2012
Reputation: 0
#8
Solved: 8 Years, 1 Month ago RE: The ModelViewer

(09-24-2012, 07:22 PM)plutomaniac Wrote: yes it is. Use the have disk method to install the latest Intel HD drivers as said in the AMD+Intel support sticky thread.
I installed the lastest drivers with an instalator, not the have disk method, but, anyways when i installed the drivers amnesia started working, the only thing that not work is the Model Viewer
(This post was last modified: 09-26-2012, 01:17 AM by Tomisteam123.)
09-26-2012, 01:17 AM
Find
Robby Offline
Posting Freak

Posts: 2,549
Threads: 38
Joined: Jun 2009
Reputation: 47
#9
Solved: 8 Years, 1 Month ago RE: The ModelViewer

Mind you, where you got the game from?

And install the drivers with the have disk method, otherwise they probably won't work.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
09-26-2012, 02:16 PM
Website Find
ghostelom Offline
Junior Member

Posts: 15
Threads: 7
Joined: Mar 2013
Reputation: 0
#10
Solved: 8 Years, 1 Month ago RE: The ModelViewer

the same problem doesnt work
03-01-2013, 04:07 PM
Find




Users browsing this thread: 1 Guest(s)