Shadowbuf Wizard Error

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Shadowbuf Wizard Error

Postby andylegate » Sat Jul 05, 2008 5:05 pm

I'm trying to use Nadnerb's Shadowbuf Wizard to turn off all the shadowbuf on my objects in an Age, and I keep getting this error:

Code: Select all
File "<string>", line 17, in <module>
ValueError: invalid bit(s) set in mask


It will run along smoothly, then suddenly it stopped and gave me this error in the console.

Any ideas?
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Re: Shadowbuf Wizard Error

Postby Kato » Sat Jul 05, 2008 5:41 pm

:/ That's oddly specific (not).

This didn't happen before you turned off the shadowbufs?

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Re: Shadowbuf Wizard Error

Postby boblishman » Sat Jul 05, 2008 7:26 pm

Andy ...I got that too ... (since installing the 1.5.x nightly) ..
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Re: Shadowbuf Wizard Error

Postby andylegate » Sat Jul 05, 2008 8:35 pm

Actually, I've had it since 1.4.0 with my older Ages, ones build with 1.2.1 like Camp Bravo. Camp Bravo Day Time, it refused to do it at all. I had to go in and MANUALLY turn ShadowBuf off on every single thing in the Age.

It worked for Zephyr Cove the Night version I made. But I was just recently messing with the Day version of it (pre-waveset) and it also refuses to do it. Rather it will work for a good chunk of the Age, then will stop and give that error.

:shrug: no idea.
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Re: Shadowbuf Wizard Error

Postby Kato » Sat Jul 05, 2008 9:28 pm

Speaking of Zephyr Cove...when I go to the version of Zephyr Cove that's on ULM my graphics device fails (requiring a manual, push-button restart). Is this normal? :P

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Re: Shadowbuf Wizard Error

Postby D'Lanor » Sat Jul 05, 2008 10:18 pm

It is for some people. But maybe the discussion here can shed some light on that problem.
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Re: Shadowbuf Wizard Error

Postby andylegate » Sun Jul 06, 2008 8:45 am

Zephyr Cove sucks the power out of your computer and sends it to me so my energy bill goes down....it's all part of my MASTER PLAN TO RUN EVERYTHING....MWAHAHAHAHAHAHAHAHAH!!!!

Actually, I think you may have to go and delete your sav file for Zephyr before loading up the new one. I think someone, somewhere made something to automatically do that? Or was that something that I mis-heard?

Anyway, if I can ever stop having to post things on here about the FCAL, I can then instead sit down and go through Zephyr (and my other Ages) and check on things.

:makes mental note to jerk DSL cable out of wall so is not tempted to access the forums....and can go back to working on Ages.:
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Re: Shadowbuf Wizard Error

Postby andylegate » Sun Jul 06, 2008 10:00 am

Hrrrrmmmmmm......

Okay, gots a question myself then. I'm not finding a case where anything in Zephyr is UV mapped, but no texture.

HOWEVER, I do have some objects sharing materials that ended up that way because I duplicated them after they were given materials, textures and then UV mapped.

Would that cause a problem? Regardless, I'm going in and making each object have single user for each material.

I'm wondering if this is also causing my Shadowbuf Wizard problem that I mentioned in another thread. Boblishman pointed out to me this morning that someone else is having this problem, and it seemed to get hung up on my caves (this is an Age that someone asked if they could use copies of my cave meshes), and the caves in Zephyr are a good example of what I'm talking about above......hmmmmm.
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Re: Shadowbuf Wizard Error

Postby boblishman » Sun Jul 06, 2008 10:04 am

Andy, I have lots of objects that have been duplicated after being assigned a material (some materials have 16 users!) ... so I doubt if that's the cause of the wizard hanging ... it ran fine on my Age with these duplications ...
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Re: Shadowbuf Wizard Error

Postby Nadnerb » Sun Jul 06, 2008 10:24 am

IMO, it's actually better to have multi user materials, because it means you aren't uselessly duplicating the same material in your output files. I use lots of not only linked materials but linked meshes, and things worked for me, so I can say that duplication isn't the problem.
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