VMesh material could not find
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Is someone still willing to help me to solve the problems that I am having from FLSpew.txt? It’s been 3 days now and I got no answers.
Please I need to know and I have to fix those errors from the game.
I am still having these errors below:
C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 0 C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 4091067710 C:\work\builds\dalibs\dalibs-build\build\Src\RendComp\VMesh\VMPartArch.cpp(697) : NOTICE:General: VMESH: couldnt find material 4091067710
I read this post of yours (( http://the-starport.net/freelancer/forum/viewtopic.php?post_id=46452#forumpost46452 ))
How did you find out where the error was?
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EDIT:
To add more… instead of making another thread I will just type it here…I have a question for all of you who is reading this post now… Are these normal 11 errors/notices below that I saw using the FL error checker of LancerSolurus? Or are there already fixes for these errors?
Line #2407 - MBase's base entry li01_04_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #2415 - MBase's base entry li01_05_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #7699 - MBase's base entry li01_15_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #13365 - MBase's base entry li04_06_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #21014 - MBase's base entry br05_02_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #31505 - MBase's base entry rh02_07_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #35656 - MBase's base entry iw02_03_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #38303 - MBase's base entry bw01_05_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #44149 - MBase's base entry st01_02_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #44400 - MBase's base entry st02_01_base was not found in any system ini (check in UNIVERSE\SYSTEMS\) Line #44651 - MBase's base entry st03b_01_base was not found in any system ini (check in UNIVERSE\SYSTEMS\)
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Took me awhile to find that texture, I was using it on an Order gunboat for the bay doors. Again it was just a case sensitive problem.
Texture CRCs are one of the most frustrating things to correct. On this occasion I watched the FLspew as ships spawned and finally nailed it down
as for the mBase “errors” those are not really errors, they are all the single player mission generated bases. Because they only exist for the time of the mission is in progress and are destroyed they don’t have a set point in the system.ini the only exception is Baxter, but I don’t think it gets destroyed (… not sure)
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salutation
I tried the CRCTool and it found nothing. First I create DB and I copied the 4091067710 and pasted it on search box and clicked search. And it gave me nothing.
Where does these errors always arise? (i.e.) from what file/s does these error/s came from? What do you mean missing material line? from where adoxa?
ayeayezir
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If CRCTool didn’t find it, then it’s probable that it doesn’t exist (i.e. the material number no longer corresponds to any material name). You might at least be able to find which object references it by using XML Project to dump all the .cmp/.3db files and a search utility to scan for the number (I think I did these in hex, so 0xF3D8BD3E).
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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.