VMesh material could not find
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@ adoxa
Thanks for giving me another info on how to find these errors.
So, I did what you said about the FL XML project. I created XML and UTF folder to my FL directory.
What search utility should I use to search for the this error number 4091067710?
And what is this hex that you included 0xF3D8BD3E, where should I use it?
Sorry for all the questions cause I really don’t know what to do yet.
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Just use the Windows search in the file you made for the xml files. Type the hex number into the “A word or phrase in the file” box. Hopefully it should pop up.
4091067710 is the decimal equivalent of your texture file you want to find the name of, while 0xF3D8BD3E is the hexadecimal equivalent which xml-utf uses
4091067710
0xF3D8BD3E
???
Profit!! -
Hi Thaddeus I still can’t get it. Can you please give me a procedure on how to do it correctly. For example: What are the things that need to mark (a) check/s from the UTFXML.exe? Or what should I put at the strings list? blahblah… etc.
I need to do it right. TBH, I really don’t know yet about this kind of stuff cause first of all I am a woman. LOL! second, I attended my programming class but I suck on it. lol! and third, I read and learned from starport forums to know how to tweak files and I happy that even in this kind of game I can do it… I am proud and happy when I do it right
So please can you tell me the correct way to find these annoying errors. Thank you.
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Material 0 is a completely invalid material number and you will never find it. The other number is a valid material hash even though it isn’t found. Since you have not been able to track it down then the material hash is most likely incorrect.
Step 1
Track down where the error is occurring, ie docked or in space, this will be the most tedious part
Step 2
Are you using a mod, if so it may be a model related error specific to that mod, as in a missing mat file or a bad hash value (typically due to a bad export from MS3D)Finally, this error will be in a specific model. If you know how to use a hex editor you can easily track it down simply by seaching thru the cmp and 3db files. You will most likely get a few false positives but one of them will be the bad one. Simply load them up in FLModelTool or other model editor to see if there is a missing texture.
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salutationz
Yippee, thanks to wasabitoy he solved my problem about these vmesh materials. If I did not PMed him, I would not be able to solve my problem. TYVM bitoy, you are my hero. lol!!!
And also thanks bitoy for the Big/huge effect packs for including it for solving my problem. It is working as what I wanted from those videos. It shows the explosion effects right now in-game. thank you again in a million times. I am sorry if I always PMed you or spam your inbox. LOL! TBH, I am thankful. Hope you able to help other people too.
ayeayezir
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NPAA, I am also glad that I able to solve your problems… It is fine for me that you PMed me alot. But next time not too much… LOL… Just be patience for I will reply to you no matter what… hehe!
That number 4091067710 which is 0xF3D8BD3E(on hex) is what I remembered before which I know where it came from and I am the one who fixed it. Well now I know that you used my mod and you have found it even it is an old post… damn girl you really sneaking all the way for freelancer ehh? looking for awesome stuffs…
And last but not the least, about the huge effect pack. no worries at all. hehe!
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Only one left error and it makes the FLspew’s size larger.
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 0
I know that all of you said that it is an invalid or unknown material which will never be found. So I guess it can be disabled or removed through any known hacks just specifically only for this error.
(e.g.) Just like these 2 errors below:
rp8.dll 015403 B802->EB5C = disable "set_gamma_function() called outside of create_buffers/destroy_buffers" spew warning ~adoxa freelancer.exe 03B348 74->EB = disable "Failed to get start location" spew warning ~adoxa
Or maybe using .dll like the one below:
Source: engbase-124bd.dll
engbase-124bd.dll
Or maybe another way to make this stop.
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Don’t be a troll, sumanuti
The material 0 thing is an actual error, unlike the gamma or sound errors. You should fix it instead of finding a way to just suppress it.
You seem obsessed with cleaning your FLSpew when there’s no practical purpose to do that. It’s there to tell you possible problems; if you don’t care about them, don’t fix them. The game won’t run any better without FLSpew. Suppressing the errors will only make it harder to debug when you have actual problems because all the patching you’ve done might suppress actual, useful errors.
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@sumanuti
I think that won’t be a wise decision to make. Because I need the FLSpew just what FF said. If you disable the FLSpew you will not know what errors will FL have. So I did not do what you just posted sumanuti. Don’t know why you did remove the description. but well…
74 --> EB freelancer.exe 1B2819 FuryFreelancer Disable forced logging to FLSpew.txt (logging can still be defined to custom file in freelancer.ini)
@FF
I looked everywhere using Milkshape with the CMP importer cause you can see the hex using CMP importer. I used the CRC tool and of course you will not find any result for just typing the value 0 or 0x000000 to the CRC search. What else I can do? I did everything here.
To add up. Thanks to wasabitoy he solved my other error(material 4091067710) by fixing a texture and it left one error which is this 0 material.