| Tim335 | 
11-12-2009 11:57 AM | 
 
 
 
Re: [HW2] Babylon5   
Quote: 
 
					Originally Posted by Pandorazero
					(Post 34183)
 
В папке Homeworld2\Bin\Release есть файл Hw2.log скинь нам его содержимое сюда ! 
 
 | 
 
 
 эт единственный файл который там был с таким названием... 
вот содержимое:
 
Code: 
 Thu Nov 12 12:42:42 2009 
 Loaded Archive: 'Homeworld2.big'  
 Loaded Archive: 'english.big'  
 Uing ..profiles\ for profiles folder  
 GAME -- Using player profile Ti  
 Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2  
 Using Intel's 2.0.0 - Build 7.15.10.4990 Intel 965/963 Graphics Media Accelerator renderer (Suspected driver is ialmgicd.dll 0)  
 Loaded Archive: 'englishSpeech.big'  
 Loaded Archive: 'Music.big'  
 SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created  
 SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created  
 Build name: The Dust Wars  - AutoBuild3569 - Ordered by smmatte  
 Built by  : mrbuild  
 Data path : D:\Games\HOMEWO~1\data  
 Program "!!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
######################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting # 
 
######################################################### 
 
 
 
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD 
 
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B 
 
 
 
### NOTE: All shader operations calculated in EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinates 
 
ATTRIB rawNormal        = fragment.texcoord[4];                # interpolated eye space normal 
 
ATTRIB rawVertex        = fragment.texcoord[5];                # interpolated eye space vertex position 
 
ATTRIB lightTypeA        = fragment.texcoord[6];                # flags the type of light for lights 0-3 (0=directional, 1=point) 
 
ATTRIB lightTypeB        = fragment.texcoord[7];                # flags the type of light for lights 4-7 (0=directional, 1=point) 
 
 
 
OUTPUT outColour        = result.color; 
 
 
 
TEMP temp; 
 
TEMP normal, vertexАт  
 Program Info:Error, line 382: parameter binding limit exceeded (max = 32, used = 36). 
Error, line 382: temporaries binding limit exceeded (max = 16, used = 19). 
Error, line 382: instruction limit exceeded (max = 96, used = 203).  
 Could not load !!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
######################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting # 
 
######################################################### 
 
 
 
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD 
 
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B 
 
 
 
### NOTE: All shader operations calculated in EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinates 
 
ATTRIB rawNormal        = fragment.texcoord[4];                # interpolated eye space normal 
 
ATTRIB rawVertex        = fragment.texcoord[5];                # interpolated eye space vertex position 
 
ATTRIB lightTypeA        = fragment.texcoord[6];                # flags the type of light for lights 0-3 (0=directional, 1=point) 
 
ATTRIB lightTypeB        = fragment.texcoord[7];                # flags the type of light for lights 4-7 (0=directional, 1=point) 
 
 
 
OUTPUT outColour        = result.color; 
 
 
 
TEMP temp; 
 
TEMP normal, Ат  
 Program "!!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
############################################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping # 
 
############################################################################### 
 
 
 
### NOTE: All shader operations calculated in TANGENT SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                        # texture coordinates 
 
ATTRIB lightDir                = fragment.texcoord[2];                        # texture coordinates 
 
ATTRIB eyeVec                = fragment.texcoord[3];                        # texture coordinates 
 
 
 
PARAM lightDiff                = state.lightprod[0].diffuse;                # main light diffuse colour product (multiplied by diffuse material property in .st file) 
 
PARAM lightSpec                = state.lightprod[0].specular;                # main light specular colour product (multiplied by specular material property in .st file) 
 
PARAM materialSpecExp        = state.material.shininess;                # material shininess defined in .st file 
 
PARAM misc                = { 0, 0.5, 1.0, 2.0 }; 
 
 
 
OUTPUT outCАт  
 Program Info:Error, line 127: temporaries binding limit exceeded (max = 16, used = 19).  
 Could not load !!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
############################################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping # 
 
############################################################################### 
 
 
 
### NOTE: All shader operations calculated in TANGENT SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                        # texture coordinates 
 
ATTRIB lightDir                = fragment.texcoord[2];                        # texture coordinates 
 
ATTRIB eyeVec                = fragment.texcoord[3];                        # texture coordinates 
 
 
 
PARAM lightDiff                = state.lightprod[0].diffuse;                # main light diffuse colour product (multiplied by diffuse material property in .st file) 
 
PARAM lightSpec                = state.lightprod[0].specular;                # main light specular colour product (multiplied by specular material property in .st file) 
 
PARAM materialSpecExp        = state.material.shininess;                # material shininess defined in .st file 
 
PARAM misc                = { 0, 0.5, 1.0, 2.0 }; 
 
 
 
OUTPUАт  
 Program "!!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
################################################################## 
 
# Modified by CnlPepper to implement bright specular reflections # 
 
################################################################## 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinate 
 
ATTRIB iDiff                = fragment.color.primary;        # texDiff interpolated color 
 
ATTRIB iSpec                = fragment.color.secondary;        # specular interpolated color 
 
PARAM misc                = { 0, 0.5, 1, 2 }; 
 
 
 
OUTPUT outColour        = result.color; 
 
 
 
TEMP temp; 
 
TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow; 
 
TEMP normal; 
 
TEMP diffuse, specular; 
 
TEMP colBase, colStripe, nBase, nStripe, colour, final; 
 
TEMP fogColour; 
 
 
 
### SAMPLE TEXTURES 
 
 
 
TEX texDiffOn, texPos, texture[0], 2D; 
 
TEX texDiffOff, texPos, texture[1], 2D; 
 
TEX texGlowOn, texPos, texture[2], 2D; 
 
TEX texGlowOff, texPos, texture[3], 2D; 
 
 
 
### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTURES 
 
 
 
MАт  
 Program Info:Error, line 77: temporaries binding limit exceeded (max = 16, used = 18).  
 Could not load !!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
################################################################## 
 
# Modified by CnlPepper to implement bright specular reflections # 
 
################################################################## 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinate 
 
ATTRIB iDiff                = fragment.color.primary;        # texDiff interpolated color 
 
ATTRIB iSpec                = fragment.color.secondary;        # specular interpolated color 
 
PARAM misc                = { 0, 0.5, 1, 2 }; 
 
 
 
OUTPUT outColour        = result.color; 
 
 
 
TEMP temp; 
 
TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow; 
 
TEMP normal; 
 
TEMP diffuse, specular; 
 
TEMP colBase, colStripe, nBase, nStripe, colour, final; 
 
TEMP fogColour; 
 
 
 
### SAMPLE TEXTURES 
 
 
 
TEX texDiffOn, texPos, texture[0], 2D; 
 
TEX texDiffOff, texPos, texture[1], 2D; 
 
TEX texGlowOn, texPos, texture[2], 2D; 
 
TEX texGlowOff, texPos, texture[3], 2D; 
 
 
 
### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTUREАт  
 Program "!!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
######################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting # 
 
######################################################### 
 
 
 
### NOTE: All shader operations calculated in EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                        # texture coordinates 
 
ATTRIB iNormal                = fragment.texcoord[4];                        # interpolated eye space surface normal from vertex shader 
 
ATTRIB iVertPos                = fragment.texcoord[5];                        # interpolated eye space vertex position from vertex shader 
 
 
 
PARAM lightDir                = state.light[0].position;                # main light position 
 
PARAM lightHalf                = state.light[0].half;                        # main light half vector 
 
PARAM lightDiff                = state.lightprod[0].diffuse;                # main light diffuse colour product (multiplied by diffuse material property in .st file) 
 
PARAM lightSpec                = state.lightprod[0].specular;                # main light specular colour product (multiplied by specular material property in .st file) 
 
PAАт  
 Program Info:Error, line 123: temporaries binding limit exceeded (max = 16, used = 18).  
 Could not load !!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
######################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting # 
 
######################################################### 
 
 
 
### NOTE: All shader operations calculated in EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                        # texture coordinates 
 
ATTRIB iNormal                = fragment.texcoord[4];                        # interpolated eye space surface normal from vertex shader 
 
ATTRIB iVertPos                = fragment.texcoord[5];                        # interpolated eye space vertex position from vertex shader 
 
 
 
PARAM lightDir                = state.light[0].position;                # main light position 
 
PARAM lightHalf                = state.light[0].half;                        # main light half vector 
 
PARAM lightDiff                = state.lightprod[0].diffuse;                # main light diffuse colour product (multiplied by diffuse material property in .st file) 
 
PARAM lightSpec                = state.lightprod[0].specular;                # main light specular colour product (multiplied by specular material property in .st filАт  
 Program "!!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
############################################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping # 
 
############################################################################### 
 
 
 
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD 
 
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B 
 
 
 
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinates 
 
ATTRIB tem0                = fragment.texcoord[1];                # tangent to eye space transformation matrix row 1 
 
ATTRIB tem1                = fragment.texcoord[2];                # tangent to eye space transformation matrix row 2 
 
ATTRIB tem2                = fragment.texcoord[3];                # tangent to eye space transformation matrix row 3 
 
ATTRIB rawEye                = fragment.texcoord[4];                # interpolated tangent space eye vectАт  
 Program Info:Error, line 419: parameter binding limit exceeded (max = 32, used = 37). 
Error, line 419: temporaries binding limit exceeded (max = 16, used = 24). 
Error, line 419: instruction limit exceeded (max = 96, used = 218).  
 Could not load !!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
############################################################################### 
 
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping # 
 
############################################################################### 
 
 
 
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD 
 
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B 
 
 
 
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinates 
 
ATTRIB tem0                = fragment.texcoord[1];                # tangent to eye space transformation matrix row 1 
 
ATTRIB tem1                = fragment.texcoord[2];                # tangent to eye space transformation matrix row 2 
 
ATTRIB tem2                = fragment.texcoord[3];                # tangent to eye space transformation matrix row 3 
 
ATTRIB rawEye                = fragment.texcoord[4];                # interpolated tangent space eyАт  
 Program "!!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
################################################################ 
 
# Modified by CnlPepper to implement an advanced planet shader # 
 
################################################################ 
 
 
 
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD 
 
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B 
 
 
 
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinates 
 
ATTRIB tem0                = fragment.texcoord[1];                # tangent to eye space transformation matrix row 1 
 
ATTRIB tem1                = fragment.texcoord[2];                # tangent to eye space transformation matrix row 2 
 
ATTRIB tem2                = fragment.texcoord[3];                # tangent to eye space transformation matrix row 3 
 
ATTRIB rawEye                = fragment.texcoord[4];                # interpolated tangent space eye vector 
 
ATTRIB rawVertex        = fragment.texcoord[5];                # interАт  
 Program Info:Error, line 363: parameter binding limit exceeded (max = 32, used = 33). 
Error, line 363: temporaries binding limit exceeded (max = 16, used = 30). 
Error, line 363: instruction limit exceeded (max = 96, used = 156).  
 Could not load !!ARBfp1.0 
 
OPTION ARB_precision_hint_fastest; 
 
#OPTION ARB_precision_hint_nicest; 
 
 
 
################################################################ 
 
# Modified by CnlPepper to implement an advanced planet shader # 
 
################################################################ 
 
 
 
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD 
 
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B 
 
 
 
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. 
 
 
 
ATTRIB texPos                = fragment.texcoord[0];                # texture coordinates 
 
ATTRIB tem0                = fragment.texcoord[1];                # tangent to eye space transformation matrix row 1 
 
ATTRIB tem1                = fragment.texcoord[2];                # tangent to eye space transformation matrix row 2 
 
ATTRIB tem2                = fragment.texcoord[3];                # tangent to eye space transformation matrix row 3 
 
ATTRIB rawEye                = fragment.texcoord[4];                # interpolated tangent space eye vector 
 
ATTRIB rawVertex        = fragment.texcoord[5];                #Ат  
 Could not initialize all fragment programs.  Please use the '-fragment_program 0' command line parameter  
 Resetting fp control word.  
 CmdLine: -overrideBigFile  
 Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL  
 EAR_SHUTTLE is marked as captureable in the shiptuning but has no capture points!  
 EAR_SHUTTLE is marked as repairable in the shiptuning but has no repair points! 
  
 |