Thread: [HW2] Babylon5
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Old 11-12-2009, 11:57 AM   #123
Tim335
НовобранецВ запасе
 
Join Date: Nov 2009
Posts: 4
Re: [HW2] Babylon5

Quote:
Originally Posted by Pandorazero View Post
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!

Last edited by Tim335 : 11-12-2009 at 12:52 PM.
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