Raider Corvette
Raider Corvette
- Driftwood
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Raider-class corvette was a starship manufactured by Kuat Drive Yards in 6 BBY. The 150 meter-long corvette was used by the Galactic Empire to support the TIE fighters used to engage the fleet of the Alliance to Restore the Republic during the Galactic Civil War. Lira Wessex, chief designer of both the Venator-class and Imperial-class Star Destroyers, designed the Raider-class corvette to fill a tactical void the Empire had against the Rebel Alliance's starfighter-oriented strategies. The hardy corvette was armed with dual heavy laser cannons, turbolasers, and ion cannons, with some variants carrying concussion missiles. The corvette was equipped with a hyperdrive to complement its use in the Outer Rim Territories as a patrol ship. There were two sub-classes for this line of vessel, the Raider I-classand the Raider II-class corvette.
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Last edited by Driftwood on Sat Mar 10, 2018 4:27 pm, edited 1 time in total.
- Darksaber
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Did you intend including a *.shp file with this craft and the Tie?
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Driftwood
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Did I not include shp? Jebus, I'll update the file shortly
- Darksaber
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lol, just makes it a little more user friendly and easier to install the craft
One other piece of advice, if your running these through XwAOptEditor and your converting the textures from 32bit to 8bit, just click on the "Generate Names" button.
It will get rid or all those horrible long texture names and standardize them to Tex00000, Tex00001 and so on
One other piece of advice, if your running these through XwAOptEditor and your converting the textures from 32bit to 8bit, just click on the "Generate Names" button.
It will get rid or all those horrible long texture names and standardize them to Tex00000, Tex00001 and so on
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Driftwood
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- Joined: Wed Oct 22, 2003 11:01 pm
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File has been updated with .shp
Also, I'll wind up doing a QA pass here in the next whenever and regen all the textures that I haven't already.
Also, I'll wind up doing a QA pass here in the next whenever and regen all the textures that I haven't already.
- Jaeven
- Posts: 578
- Joined: Mon Mar 30, 2015 3:18 am
I'm having some issues with the Raider I haven't had with any of your other ships.
The opt works fine right up until the moment I destroy a Raider. For some reason, I immediately crash after its explosion.
I'm not sure if it's the opt or just me having screwed up somewhere.
The opt works fine right up until the moment I destroy a Raider. For some reason, I immediately crash after its explosion.
I'm not sure if it's the opt or just me having screwed up somewhere.
- Driftwood
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It looks like the import into XWA Opt Editor did something goofy and increased the vertices on the engines beyond the 4096 limit, for some reason in the program it shows as 4245, and in blender it shows as 3591.
This seems to happen frequently, and I don't know why. The only recourse is to go in and cut up the mesh again and regroup and do the opting again from scratch. It won't take long, but it sure isn't convenient.
I imagine this is the cause of the crash.
EDIT: Opt has been updated, redownload fixed version
This seems to happen frequently, and I don't know why. The only recourse is to go in and cut up the mesh again and regroup and do the opting again from scratch. It won't take long, but it sure isn't convenient.
I imagine this is the cause of the crash.
EDIT: Opt has been updated, redownload fixed version
- Mark_Farlander
- Posts: 580
- Joined: Tue Jan 16, 2018 10:47 pm
This is great. Now the CR90 Corellian corvette has an Imperial counterpart. Those X-Wings won't last long.
I don't judge tactics. The Battle is the best and only Judge.
- XDragon
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YES! So much yes...I've been looking forward to this forever...
Founder of Z3R0 (Zero Command)
https://xdragon2688.wixsite.com/z3ro/
https://xdragon2688.wixsite.com/z3ro/
- Trevor
- Posts: 541
- Joined: Thu Dec 04, 2014 7:11 pm
One reason I can think of for vertex count increase is that to have flat shading or a crease they need to be separate vertices. if 2 faces share a vertex then it will smooth shade which is good for spheres and cylinders but not for cubes and hexagons etc.
Trev
Trev
- Driftwood
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Do you know of any way to adjust for this on the modelling program side? There seems to be a recurring issue after importing into XWA Opt Editor of having a shitload of vertices magically appear once imported. And admittedly I have not reliably caught this issue before upload since, obviously I'm presuming that the vertices would be the same as in the modelling program.
- Driftwood
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Vertex count is 3519 for the largest mesh, which theoretically is within the 4092 limit with the opt vertex limit increase patch.
Can anybody confirm that the 1.1 version of the Raider is crashing for them?
- Driftwood
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I have confirmed this crash, but am unsure of the cause as I have the opt vertex limit patch installed, so it shouldn't be e vertex count theoretically.
I've even reinstalled the opt vertex limit patch and once the craft explodes and disappears, then the game crashes
Any suggestions of the cause of this?
I've even reinstalled the opt vertex limit patch and once the craft explodes and disappears, then the game crashes
Any suggestions of the cause of this?
- Darksaber
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This is only a theory, and I'm not sure which opt's you have change the texture name too, but the crashing may have something to do with the length of the texture names, converting the name might solve it.
or another theory might be, that I've noticed on a couple or your opt the textures have weird sizes like the Raider Corvette
it has one texture that is 1024x1024 and another that is 1000x172
If I were you I would stick with the principal that the texture sizes should be multiple of 16 I would stay away from 8x8 though
but
16, 32, 64, 128, 256, 512, 1024, 2048, 4096
so
16x16
16x32
16x64
16x128
16x256
16x512
16x1024
32x32
32x64
32x128
32x256
32x512
32x1024
64x64
64x128
64x256
64x512
64x1024
and so on
like I said only a theory
I know we have the patch that removes the texture size limit, but I doubt it means you can have any size texture
or another theory might be, that I've noticed on a couple or your opt the textures have weird sizes like the Raider Corvette
it has one texture that is 1024x1024 and another that is 1000x172
If I were you I would stick with the principal that the texture sizes should be multiple of 16 I would stay away from 8x8 though
but
16, 32, 64, 128, 256, 512, 1024, 2048, 4096
so
16x16
16x32
16x64
16x128
16x256
16x512
16x1024
32x32
32x64
32x128
32x256
32x512
32x1024
64x64
64x128
64x256
64x512
64x1024
and so on
like I said only a theory
I know we have the patch that removes the texture size limit, but I doubt it means you can have any size texture
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Driftwood
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Hmm, I'll have to look into this then, I haven't paid much attention to the texture dimensions but it stands to reason EAW has different requirements or options for modeling and texturing. And incidentally the only two ships I CTD with are the two from EAW model conversions.
- JeremyaFr
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The length of texture names is not a source of crash. Each element in opt files can have a name of any length.
The size of textures is not a source of crash. The textures can have any size (with the texture size patch). Except if you don't use the D3D11 custom ddraw.dll and your graphics card requires squared textures. In that case, I think that the game may crash (untested).
I've tested the RaiderCorvette.opt by replacing the SytemPatrolCraft.opt and the game hasn't crashed.
The size of textures is not a source of crash. The textures can have any size (with the texture size patch). Except if you don't use the D3D11 custom ddraw.dll and your graphics card requires squared textures. In that case, I think that the game may crash (untested).
I've tested the RaiderCorvette.opt by replacing the SytemPatrolCraft.opt and the game hasn't crashed.
- Darksaber
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Like I said it was only a theory
DTM may not have the opt limit hook installed ?????
DTM may not have the opt limit hook installed ?????
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Driftwood
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- Joined: Wed Oct 22, 2003 11:01 pm
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Even if he doesn't it's still crashing for me.
I did two tests thus far by replacing CRV with the raider opt. The first time it died, I did not crash and was able to restart the mission. The second time it blew up, it CTD. I started thinking maybe something was wrong with the slot it got installed to, or something related to that got corrupted.
It's got to be something related to the opt itself.
I did two tests thus far by replacing CRV with the raider opt. The first time it died, I did not crash and was able to restart the mission. The second time it blew up, it CTD. I started thinking maybe something was wrong with the slot it got installed to, or something related to that got corrupted.
It's got to be something related to the opt itself.
- Driftwood
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This is getting really annoying. I regrouped the mesh, made each mesh fit within 512 vertices, edited the hatch texture to be 128x1024, opted the thing from scratch. Still crashes on destruction.
So far I've done four tests on the new opt.
First, crash.
Second, no crash.
Restart mission,
Third, no crash.
Fourth, crash.
Fifth, crash.
The download has been updated with the latest version also, but I'm not feeling optimistic y'all are going to get any better results.
There has to be something, not obvious, that is causing this and the cargo transport to crash. What obscure known modelling issues has caused problems like this in the past?
I can't imagine it's texture related.
So far I've done four tests on the new opt.
First, crash.
Second, no crash.
Restart mission,
Third, no crash.
Fourth, crash.
Fifth, crash.
The download has been updated with the latest version also, but I'm not feeling optimistic y'all are going to get any better results.
There has to be something, not obvious, that is causing this and the cargo transport to crash. What obscure known modelling issues has caused problems like this in the past?
I can't imagine it's texture related.
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
Um, question - why is the readme telling me that the default slot is 103, but MXvTED is telling me that the original slot is 185?
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
Sounds like a problem with deallocating memory (or reclaiming? garbage collecting?) once the ship's destroyed. Maybe in one of the dynamic buffers Jeremy's hooks add to get around some of the exe limitations? I can't begin to speculate on what's different about this ship that would trigger a crash unlike any other ship, though.
Not sure if this helps, but I was able to extract this from three consecutive crashes:
The originating instruction is consistent, so that might be a good place to start investigating. Otherwise I really don't know much about debugging Win32 executables.
Aside: The craft center seems to be somewhat below the body of the craft. Visible in the tech library, targeting reticle, and the CMD.
Not sure if this helps, but I was able to extract this from three consecutive crashes:
Code: Select all
Unhandled exception at 0x00597EFA in XwingAlliance.exe: 0xC0000005: Access violation writing location 0x1B500379.
Unhandled exception at 0x00597EFA in XwingAlliance.exe: 0xC0000005: Access violation writing location 0x8100037E.
Unhandled exception at 0x00597EFA in XwingAlliance.exe: 0xC0000005: Access violation writing location 0x00000090
Aside: The craft center seems to be somewhat below the body of the craft. Visible in the tech library, targeting reticle, and the CMD.
- Driftwood
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Probably because I use a template that I likely missed editing that info to the new slot #keiranhalcyon7 wrote: ↑Tue Mar 13, 2018 6:05 amUm, question - why is the readme telling me that the default slot is 103, but MXvTED is telling me that the original slot is 185?
- Driftwood
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I was looking at another one of Warb's EAW models and noticed something weird with the vertices. Turns out there is several hundred duplicate vertices that can be removed. I'm speculating this is contributing to the high vertex counts, and I'm wondering if this may also be contributing in regards to the crashes. I have not checked this finding in relation to the raider or cargo transport as of yet as I ran out of time this weekend.
By the way, how can I get the crash logs from my system? I get error pop ups but no details
By the way, how can I get the crash logs from my system? I get error pop ups but no details