Natural Selection 2 News Update - Spark SDK (Build 129) Released

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Please post comments on the topic Natural Selection 2 News Update - Spark SDK (Build 129) Released here
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Comments

  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    Well it's great, but what about the bugs ? and new features requested in the two topic (spark editor priority and spark editor suggestion topic)
    Do we have to wait an extra week more ?

    i'm tired of the CTRL+Z crash
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    lol. I m the second one :)

    Report coming soon.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    Try to relax dude, it's still in pre-alpha. That means there's still a lot of content to be added, and not all that much time to devote to bugfixes right now. Try and keep in mind that Max has a schedule to follow if the game's going to be finished on time.
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    The remark was in a constructive way.
    A big part of the game is map modelling and if people get bored using the editor or can't work properly that's not a good thing for the game.
    The editor has a really great potential, to make Great map, and we will juste have a few "normal" map cuz of somes stupid bugs ?

    When u buy a car, and a wheel is missing, you want to have it fixed first, not have any air conditionning option, that's my point.
    But i'm not angry, its a great work anyway, i'm just a little disappointed.
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members
    edited December 2009
    I like the Launch Pad already.
    -
    The viewer seems solid but the Geforce YELLOW bug still shows up (Geforce 7950 GT).

    <img src="http://i45.tinypic.com/2ly1zs5.jpg" border="0" class="linked-image" />

    Also (or related?)

    Output
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(64, 64, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(128, 128, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(256, 256, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)
    IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)<!--c2--></div><!--ec2-->
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited December 2009
    Finally I can take a look at the models.
    The dark bug(?) is still there in lit mode, but at least all others from albedo to depth seem to work how they should.
    By the way, I'd like to know if the dark texture issue is a bug or an incompatibility.
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    Thanks for the tutorial, BreadMan. No word on .model_compile files though?

    <!--quoteo(post=1744247:date=Dec 18 2009, 07:15 PM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Dec 18 2009, 07:15 PM) <a href="index.php?act=findpost&pid=1744247"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When u buy a car, and a wheel is missing, you want to have it fixed first, not have any air conditionning option, that's my point.
    But i'm not angry, its a great work anyway, i'm just a little disappointed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This car is still on the assembly line. Pieces get added in their own order.
  • jaminjamin Join Date: 2008-01-03 Member: 63332Members
    must have documentation on the model compiler!
    I'm itching to get some custom models ineditor.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--quoteo(post=1744247:date=Dec 18 2009, 10:15 PM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Dec 18 2009, 10:15 PM) <a href="index.php?act=findpost&pid=1744247"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When u buy a car, and a wheel is missing, you want to have it fixed first, not have any air conditionning option, that's my point.
    But i'm not angry, its a great work anyway, i'm just a little disappointed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You bought the car and it hasn't arrived yet. Be happy they are sending you photos of it being made, not to mention the tools used to make the car.
  • sycarsycar Join Date: 2009-12-11 Member: 69604Members
    <!--quoteo(post=1744252:date=Dec 18 2009, 10:14 PM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Dec 18 2009, 10:14 PM) <a href="index.php?act=findpost&pid=1744252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You bought the car and it hasn't arrived yet. Be happy they are sending you photos of it being made, not to mention the tools used to make the car.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes they gave you the tools to make your own prototype. You can make your own car later.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1744249:date=Dec 19 2009, 04:43 AM:name=Razagal)--><div class='quotetop'>QUOTE (Razagal @ Dec 19 2009, 04:43 AM) <a href="index.php?act=findpost&pid=1744249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally I can take a look at the models.
    The dark bug(?) is still there in lit mode, but at least all others from albedo to depth seem to work how they should.
    By the way, I'd like to know if the dark texture issue is a bug or an incompatibility.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe you should mention that you talk about the model viewer.

    I can confirm that I can watch models in the viewer aswell, if it isn't in lit mode.
    In the editor models and textures are still black though, lit or unlit.
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    <!--quoteo(post=1744248:date=Dec 18 2009, 06:33 PM:name=TinCan)--><div class='quotetop'>QUOTE (TinCan @ Dec 18 2009, 06:33 PM) <a href="index.php?act=findpost&pid=1744248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->IDirect3DDevice9::CreateTexture(512, 512, 1, D3DFMT_R16F) failed (Invalid call)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would say that it is for sure related. I did not get those.

    .DAE models can be opened in the viewer and some compiler to .model so I would say it's there we just have to wait for a tutorial. Great work devs!
  • prevertmaximusprevertmaximus Join Date: 2002-12-30 Member: 11630Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    Hey, I just installed the new update, watched the new demo of how to install and use it. When I try to use the build program I get this error

    Building...
    1> C:\Program Files\Natural Selection 2\gorgerace\materials\gorgerace_1.dds
    1> 'C:\Program' is not recognized as an internal or external command,
    1> operable program or batch file.
    -------------------------------------------------------------------------
    Build complete (0 seconds)
    0 succeeded, 1 failed, 0 up-to-date, 0 skipped

    Does anyone have this and how do you fix it.



    Also this texture has a problem, model shows up but with no texture and this error in the viewer

    Couldn't open file "models/props/refinery/refinery_tram_repairarm.material"
    Couldn't open file "notfound.material"
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    edited December 2009
    <!--quoteo(post=1744252:date=Dec 19 2009, 03:14 AM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Dec 19 2009, 03:14 AM) <a href="index.php?act=findpost&pid=1744252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You bought the car and it hasn't arrived yet. Be happy they are sending you photos of it being made, not to mention the tools used to make the car.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Huh ? actually it's not like it was just fun, i'm here to work with this tool, i prefer see this like a team.
    A map is a big part of the immersion , a game can give to player, and wether or not he will continue to play and bring more friends.
    And dont say it like it was a gift, we had to pay for this, with special edition, it's some of us purchased it, to work on the project and get the game bettter, soonner ;)


    But back to the topic :

    I agree with others , it would be nice to have a demo for the model viewer
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    for those with black texture problem

    I was having this problem too when i launched the editor by doublecliking on a level File.
    I fixed it by launching the editor (without attached level file) going into the Program file folder, then load the level by the "File/open" menu.
    Try this and tell me if it works
    I hope tis helps and it's the same bug i had.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    A tutorial for the model viewer would be cool. It's probably complicated to import non-NS2 models...
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1744262:date=Dec 19 2009, 07:21 AM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Dec 19 2009, 07:21 AM) <a href="index.php?act=findpost&pid=1744262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->for those with black texture problem

    I was having this problem too when i launched the editor by doublecliking on a level File.
    I fixed it by launching the editor (without attached level file) going into the Program file folder, then load the level by the "File/open" menu.
    Try this and tell me if it works
    I hope tis helps and it's the same bug i had.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Doesn't work.
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow
    edited December 2009
    Nice tutorial~ Now I just need the creativity and skill to create awesome things.. ;P
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    It might just be me, but the builder app, creates an instance of it's process in the system tray at each launch that doesn't close on exiting the app, so I've ended up with plenty of little droids left in my systemtray. Otherwise excellent work as allways churning out these updates.

    Other than that I certainly hope the mirroring tool is in the pipeline for a near future SDK update. The ability to select any amount of models and/or geometry faces and mirror them along any of the 3 world axises is a must, for efficient streamlined mapping in an editor such as this.

    Keep up the awsome work
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    That's a damn slick way to handle mods. Way to go, guys!

    Also... It doesn't work for me. Fails to convert PSD files (CS3, maximised compatibility).
  • ChirmayaChirmaya Join Date: 2003-01-07 Member: 11976Members
    edited December 2009
    <!--quoteo(post=1744256:date=Dec 18 2009, 11:15 PM:name=prevertmaximus)--><div class='quotetop'>QUOTE (prevertmaximus @ Dec 18 2009, 11:15 PM) <a href="index.php?act=findpost&pid=1744256"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey, I just installed the new update, watched the new demo of how to install and use it. When I try to use the build program I get this error

    Building...
    1> C:\Program Files\Natural Selection 2\gorgerace\materials\gorgerace_1.dds
    1> 'C:\Program' is not recognized as an internal or external command,
    1> operable program or batch file.
    -------------------------------------------------------------------------
    Build complete (0 seconds)
    0 succeeded, 1 failed, 0 up-to-date, 0 skipped<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I am running into the same error -- where every PSD file gets this error -- trying to follow the video tutorial. On Windows 7 64-bit with Adobe Photoshop CS3.
  • lazylazy Join Date: 2005-07-23 Member: 56631Members
    try putting your stuff in a path with no space in any folder's name maybe
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1744303:date=Dec 19 2009, 06:20 PM:name=lazy)--><div class='quotetop'>QUOTE (lazy @ Dec 19 2009, 06:20 PM) <a href="index.php?act=findpost&pid=1744303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->try putting your stuff in a path with no space in any folder's name maybe<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nope.

    .material files are copied as expected, .PSD ones fail.
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members
    Building...
    1> C:\Program Files\Natural Selection 2\TinCan\materials\yellow.material
    1> C:\Program Files\Natural Selection 2\TinCan\materials\yellow.dds
    1> 'C:\Program' is not recognized as an internal or external command,
    1> operable program or batch file.
    -------------------------------------------------------------------------
    Build complete (2 seconds)
    1 succeeded, 1 failed, 0 up-to-date, 2380 skipped
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    edited December 2009
    <!--quoteo(post=1744334:date=Dec 19 2009, 05:37 PM:name=TinCan)--><div class='quotetop'>QUOTE (TinCan @ Dec 19 2009, 05:37 PM) <a href="index.php?act=findpost&pid=1744334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Building...
    1> C:\Program Files\Natural Selection 2\TinCan\materials\yellow.material
    1> C:\Program Files\Natural Selection 2\TinCan\materials\yellow.dds
    1> 'C:\Program' is not recognized as an internal or external command,
    1> operable program or batch file.
    -------------------------------------------------------------------------
    Build complete (2 seconds)
    1 succeeded, 1 failed, 0 up-to-date, 2380 skipped<!--QuoteEnd--></div><!--QuoteEEnd-->

    Check your "Utils" folder in the "Natural Selection 2" folder, i had some files missing from there, only zlib1.dll was listed and when i checked the "builder_setup.xml" i saw it was looking for a file called nvcompress in the Utils folder, which was obviously missing.

    I had to install nvidias texture tools and copy nvcompress.exe, cudart.dll, and nvtt.dll files into the utils folder from the installation.

    <a href="http://developer.nvidia.com/object/texture_tools.html" target="_blank">http://developer.nvidia.com/object/texture_tools.html</a>
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    <!--quoteo(post=1744337:date=Dec 19 2009, 12:55 PM:name=Ark)--><div class='quotetop'>QUOTE (Ark @ Dec 19 2009, 12:55 PM) <a href="index.php?act=findpost&pid=1744337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Check your "Utils" folder in the "Natural Selection 2" folder, i had some files missing from there, only zlib1.dll was listed and when i checked the "builder_setup.xml" i saw it was looking for a file called nvcompress in the Utils folder, which was obviously missing.

    I had to install nvidias texture tools and copy nvcompress.exe, cudart.dll, and nvtt.dll files into the utils folder from the installation.

    <a href="http://developer.nvidia.com/object/texture_tools.html" target="_blank">http://developer.nvidia.com/object/texture_tools.html</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    That worked. I just copied everything but the zlib1.dll.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2009
    /sarcams mode on


    OMG you've added barrels, that is the most original idea ever!!! I'm gonnah have a barrel o'fun... Can I have a barrelroll? Also is it true the barrel is the new crate?


    /sarcams mode off

    On a more serious note... Good stuff :)
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    edited December 2009
    <!--quoteo(post=1744250:date=Dec 18 2009, 06:56 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Dec 18 2009, 06:56 PM) <a href="index.php?act=findpost&pid=1744250"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the tutorial, BreadMan. No word on .model_compile files though?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Max only had time to show me the material creation, I'm sure there will be more info forthcoming.

    @Tgaud - Have patience, they're not about to stop supporting the editor. Max and Kurt made a big push to get it to its current state and I would imagine they are now catching up on other stuff that they had set aside (you know, the rest of the game). Plus it is the holidays so I wouldn't be surprised if there is no update until after this upcoming friday.
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    edited December 2009
    Yep, it is because hollidays are coming that i expected to see the improvment and some major bug resolution (CTRL+Z crashe) this friday, cuz i know they won't be out before a long time now.
    But nvm now, what is done, is done. Just have to be patient.
  • prevertmaximusprevertmaximus Join Date: 2002-12-30 Member: 11630Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    Thanks for the help, I got the builder working now.

    Also this texture has a problem, model shows up but with no texture and this error in the viewer

    Couldn't open file "models/props/refinery/refinery_tram_repairarm.material"
    Couldn't open file "notfound.material"

    <img src="http://i50.tinypic.com/1z5m93c.jpg" border="0" class="linked-image" />

    Is there any way to fix this texture issue?
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