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Missing and unused data files


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#21 Sonarpulse

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Posted 30 January 2012 - 03:05 AM

http://students.autodesk.com/ If you are a student you can get just about any Autodesk program for free!
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#22 Pedro Falcão

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Posted 17 February 2012 - 11:38 PM

View PostSonarpulse, on 30 January 2012 - 03:05 AM, said:

http://students.autodesk.com/ If you are a student you can get just about any Autodesk program for free!

I tried but the downloaded files are always corrupt... I think they are doing this intentionally, i tried downloading it 3 times and had no success (also tried twice an older version and had the same problem).
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#23 feneur

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Posted 18 February 2012 - 09:29 AM

View PostPedro Falcão, on 17 February 2012 - 11:38 PM, said:

I tried but the downloaded files are always corrupt... I think they are doing this intentionally, i tried downloading it 3 times and had no success (also tried twice an older version and had the same problem).
I doubt they are doing it intentionally, it's been working fine for me the times I've tried (the process to get things working can be a bit cumbersome though, lots of steps to get it activated). The files are pretty big though, so it's a big risk that they get corrupted when being downloaded if your connection isn't stable. Have you tried using a download manager? (I'm not sure that will work as they could be blocking such software, but if they haven't you should have a higher chance of not getting a corrupted file.)

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#24 Pedro Falcão

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Posted 18 February 2012 - 02:00 PM

My connection is relatively fast and stable (it's a cable connection). I'll try out a download manager, after all i want the programs badly and i won't waste anything just by trying!
Pedro Falcão
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#25 fabio

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Posted 22 April 2012 - 03:25 PM

Running that script reveals that there are still a lot of unused files that could be useful in SVN, but take up space if included on public.zip used by the installers (especially the ogg files). Ideally when building the public.zip file the output of the checkrefs.pl script should be used to exclude the unused files.

EDIT: reported as ticket #1363.

Edited by fabio, 28 April 2012 - 01:42 PM.

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#26 Ykkrosh

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Posted 23 April 2012 - 02:11 PM

I'd worry that that might be a bit too dangerous in general - checkrefs.pl isn't perfectly accurate (e.g. it can't detect filename strings generated by scripts (especially GUI textures), or filenames that are hardcoded in the C++) so we might end up removing files that are actually used, and nobody tests the alpha releases very thoroughly so we probably wouldn't notice the errors. It could be safe enough for some subdirectories though - if there are non-music .ogg files that aren't referenced by any sound group XML, we could probably exclude those without much problem.
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#27 Pureon

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Posted 23 April 2012 - 11:51 PM

Hmm, a large number of the missing actors, meshes, and audio files look like they could have been caused by me. Some of the referencing files may be old/unused, so they reference missing files which were removed.

Thanks for updating the list, I'll take a look through properly tomorrow (y)
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#28 Pureon

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Posted 27 July 2012 - 07:57 AM

Thanks historic_bruno (y)
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#29 Mythos_Ruler

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Posted 27 July 2012 - 05:40 PM

Some of this is wrong, specifically the "unused textures" list.
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#30 Spahbod

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Posted 27 July 2012 - 05:42 PM

View PostMythos_Ruler, on 27 July 2012 - 05:40 PM, said:

Some of this is wrong, specifically the "unused textures" list.

Mainly terrain textures and those skins that are defined .dds in the actor files and are actually .png
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#31 Mythos_Ruler

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Posted 27 July 2012 - 05:44 PM

It seems to be listing almost every single texture as "unused." :)
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#32 quantumstate

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Posted 28 July 2012 - 11:38 AM

Maybe the change in actor files from the data driven texture loading patch has borken the perl script?

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#33 Mythos_Ruler

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Posted 28 July 2012 - 04:56 PM

View Postquantumstate, on 28 July 2012 - 11:38 AM, said:

Maybe the change in actor files from the data driven texture loading patch has borken the perl script?
This seems probable.
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#34 historic_bruno

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Posted 12 August 2012 - 09:02 PM

Updated to r12395. Some of the issues with the reference check script should be fixed now. It will still miss most of the UI textures.

Missing files:
Spoiler

Unused animations:
Spoiler

Unused meshes:
Spoiler

Unused textures:
Spoiler

Unused audio:
Spoiler

Unused templates:
Spoiler

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#35 historic_bruno

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Posted 31 August 2012 - 10:35 PM

Updated COLLADA / DAE files with converter warnings and errors (warning => probably will convert and appear in-game, error => probably won't):

ERROR: art/animation/biped/inf_2_hand_sword_attack_a.dae: Didn't find any objects in the scene
ERROR: art/animation/biped/inf_2_hand_sword_attack_a.dae: Couldn't find object to convert

ERROR: art/animation/biped/inf_spear_attack_a.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one
ERROR: art/animation/biped/inf_spear_attack_a.dae: Couldn't find object to convert
Converting model C:\Users\Ben\devel\ps\binaries\data\mods\something\art\animation\biped\inf_spear_attack_b.dae

ERROR: art/animation/biped/inf_spear_attack_b.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one
ERROR: art/animation/biped/inf_spear_attack_b.dae: Couldn't find object to convert

ERROR: art/animation/biped/inf_spear_attack_c.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one
ERROR: art/animation/biped/inf_spear_attack_c.dae: Couldn't find object to convert

ERROR: art/animation/biped/inf_spear_attack_d.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one
ERROR: art/animation/biped/inf_spear_attack_d.dae: Couldn't find object to convert

ERROR: art/animation/biped/inf_spear_attack_e.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one
ERROR: art/animation/biped/inf_spear_attack_e.dae: Couldn't find object to convert


ERROR: art/meshes/gaia/tree_apple_top_e.dae: Assertion not satisfied (line 569): failed requirement "mesh has single set of polygons"

ERROR: art/meshes/gaia/tree_apple_top_f.dae: Assertion not satisfied (line 569): failed requirement "mesh has single set of polygons"

ERROR: art/meshes/gaia/tree_apple_top_g.dae: Assertion not satisfied (line 569): failed requirement "mesh has single set of polygons"

ERROR: art/meshes/gaia/tree_apple_top_h.dae: Assertion not satisfied (line 569): failed requirement "mesh has single set of polygons"

WARNING: art/meshes/gaia/tree_apple_trunk_c.dae: FCollada 105: Polygons is empty.

ERROR: art/meshes/gaia/tree_apple_trunk_c.dae: No polygon <p>/<vcount> element found in geometry.

WARNING: art/meshes/gaia/tree_apple_trunk_d.dae: FCollada 105: Polygons is empty.

ERROR: art/meshes/gaia/tree_apple_trunk_d.dae: No polygon <p>/<vcount> element found in geometry.

ERROR: art/meshes/skeletal/deer_mesh_skeleton.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one
ERROR: art/meshes/skeletal/deer_mesh_skeleton.dae: Couldn't find object to convert

ERROR: art/meshes/structural/iber_boat_fishing.dae: Assertion not satisfied (line 568): failed requirement "mesh is made of triangles"

WARNING: art/meshes/structural/rome_temple_big.dae: FCollada 100: Unknown polygons set input.

ERROR: art/animation/infantry/spear/idle/hoplite_idle_1.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one

ERROR: art/animation/infantry/spear/idle/hoplite_idle_1.dae: Couldn't find object to convert

ERROR: art/animation/infantry/sword/idle/isw_idle_02_neck.dae: Unrecognised object type

ERROR: art/animation/infantry/sword/idle/isw_idle_b_01.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one

ERROR: art/animation/infantry/sword/idle/isw_idle_b_01.dae: Couldn't find object to convert

WARNING: art/animation/infantry/sword/move/run/isw_s_def_em_off.dae: FCollada 69: Empty animation clip.
WARNING: art/animation/infantry/sword/move/run/isw_s_def_em_off.dae: FCollada 69: Empty animation clip.
WARNING: art/animation/infantry/sword/move/run/isw_s_def_em_off.dae: FCollada 69: Empty animation clip.
WARNING: art/animation/infantry/sword/move/run/isw_s_def_em_off.dae: FCollada 69: Empty animation clip.
WARNING: art/animation/infantry/sword/move/run/isw_s_def_em_off.dae: FCollada 69: Empty animation clip.

ERROR: art/animation/infantry/sword/move/run/isw_s_def_em_off.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one

ERROR: art/animation/infantry/sword/move/run/isw_s_def_em_off.dae: Couldn't find object to convert

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#36 historic_bruno

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Posted 31 August 2012 - 10:40 PM

About this one:

Quote

WARNING: art/meshes/structural/rome_temple_big.dae: FCollada 100: Unknown polygons set input.
the cause seems to be that it's referencing a non-existent third UV set:
		  <input semantic="TEXCOORD" source="#Cube_161-mesh-map-0" offset="2" set="0"/>
		  <input semantic="TEXCOORD" source="#Cube_161-mesh-map-1" offset="2" set="1"/>
		  <input semantic="TEXCOORD" source="#Cube_161-mesh-map-2" offset="2" set="2"/>
where Cube_161-mesh-map-2 doesn't seem to exist.
Ben Brian [ aka historic_bruno ]

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