I have figured out how to make Sebring work, although it's not really a
fix, it's more like a work-around to your work-around. ;o) Apparently
if there is a texture named FLGA in the track file, and an AnimRuleName
named FLGA with 3 frames, it will look for bitmaps for each of the
frames as follows: FLGA00.BMP, FLGA01.BMP, and FLGA02.BMP. Those are
the files that for some reason it can't load at 1024x768. So when you
edited out the AnimRuleName, it now knows nothing about those files, and
just goes looking for a texture with the name FLGA.BMP. There isn't one
in the sebamap.mas file, so it gets an error. I found a FLGA.BMP in
some other .mas file (sorry, can't remember which one) and also copied
FLGB00.BMP to FLGB.BMP, since FLGB is the other AnimRuleName in the
Sebring scene file. These two new bitmaps do not need to be packed back
into the .mas file, you can either leave them in the MAS directory or
the PATCH directory, either way they will be found. Once you have done
that, Sebring will work, although you will now have unanimated flags all
over the track (not that you are likely to notice that after the first
lap!).
This compound error also happens with several other tracks, though not
in the dry condition. I haven't tested them all yet, but Lime Rock Wet
for example is missing a cloud map. So this fix may be helpful for
other tracks as well.
In case that was too confusing, or someone hasn't bothered to read this
whole thread, here is an all too brief summary of what you have to do to
get all tracks working at 1024x768:
1) Install "Ban scene.mas" (available at theuspits.com).
2) In the "dat" directory, open each of the scene files for the track
(xxxx1.scn, xxxx2.scn, etc.) and find the "AnimRuleName" code.
3) Note the name of the AnimRuleName for later use.
4) Comment out the AnimRuleName code (by putting "//" at the beginning
of the line), including the block of code in curly braces that follows
it. I do not recommend deleting the code, as you might want it back
later if someone ever finds a real fix for this problem.
5) Check the track texture map .mas file (filename will be xxxymap.mas,
where xxx refers to the track and y refers to the track conditons) using
Maspuce (also available from the Pits) to ensure that it contains a
bitmap with the same name as the AnimRuleName that you commented out.
If it does, you are done.
6) If it doesn't then extract one of the animation frame bitmaps (e.g.
flga00.bmp for AnimRuleName of "flga") and rename the extracted file to
match the AnimRuleName (e.g. flga.bmp). Place this file in either the
"patch" directory or the "mas" directory.
7) Oh yeah, don't forget to back up everything first!
The catch is that there are over 80 files that need to be edited, and I
still haven't figured out for sure how many bitmaps would have to be
created. It would be much better to have a REAL fix for the problem.
As it is, the best I can recommend is that people only follow this
procedure on specific tracks that they have had a problem with, and only
on the detail level that they are actually using. If I had more time, I
suppose I could zip up the missing bitmaps and create a program that
edits the files, but I don't, so I won't. ;o) Perhaps some young guy
with a lot of time on his hands could do that for us. Anyway I would
much rather find a real fix.
Speaking of which, I wonder if this affects D3D only? Does anyone using
Glide have this problem? Maybe running a Glide wrapper would be a
better fix.
Regards,
Hal
> >I did confirm that the
> >only tracks which were having problems were ones which
> >had AnimRuleName entries in the .scn file.
> Ah, thanks for finding that out (I hadn't checked).
> >But there does not appear to be anything in
> >the anim code that would be resolution dependent. I also confirmed
> >the named files are not missing, they are in the track .mas file
right
> >where they belong.
> Yep, I concur. And if you extract them, they look just fine.
> >But for some reason SCGT can't find them when it is
> >run at 1024x768. The only thing I can think of is that maybe SCGT
does
> >not allocate sufficient memory to load all of the graphics when run
at
> >that resolution. Do you know of a way to cause SCGT to allocate more
> >memory for itself?
> Hmm, I don't know that but... seeing as you're doing well at the
> analysis, could I send you in a new direction? That is, why does the
> Sebring track give an error when the animrule code is edited out? If
> you could figure that out, we'd have a means to play at 1024x768 at
> all tracks.
> Possible hint: It can successfully be cut from Sebring99 (though I
> don't know why).
> Time saving hint: Register .scn with WordPad (or the editor of your
> choice) in Windows.
> --Morton