MajorM help me please Ankor Shaders
Results 1 to 8 of 8

Thread: MajorM help me please Ankor Shaders

  1. #1
    Kurier auf Stube...pauke! NachtPiloten's Avatar
    Join Date
    Jun 2005
    Location
    Leland, North Carolina, USA
    Age
    66
    Posts
    1,996

    MajorM help me please Ankor Shaders

    Must be getting old... searched the threads above and did not see this message - I installed the new package (shaders30, the directx ini, suneffect) and the effects dds. When I start the sim I get the message


    Combat Flight Simulator Assertion Failed

    Module:"graphics", File: shader (1293): Cannot find default shader "Normal"

    any ideas

    Nvidia GTX 770
    i7 CPU
    Asus board

  2. #2
    That looks like the first entry in the shaders.xml file. Have you made any changes there?

    Also, at the bottom of d3d8.ini you can set WriteLog=1, and it may give you more indication of what's going wrong.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  3. #3
    Quote Originally Posted by NachtPiloten View Post
    Must be getting old... searched the threads above and did not see this message - I installed the new package (shaders30, the directx ini, suneffect) and the effects dds. When I start the sim I get the message


    Combat Flight Simulator Assertion Failed

    Module:"graphics", File: shader (1293): Cannot find default shader "Normal"

    any ideas

    Nvidia GTX 770
    i7 CPU
    Asus board
    did you re-run config.exe?

  4. #4
    Kurier auf Stube...pauke! NachtPiloten's Avatar
    Join Date
    Jun 2005
    Location
    Leland, North Carolina, USA
    Age
    66
    Posts
    1,996

    Woe is me

    I have tried it in my base CFS3 and it worked (received the error message but launched - once) did everything in the install but no joy... below is the log, seems all is ok to me

    0.00: DllMain - Starting up.
    10.99: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    10.99: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    10.99: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 770 (Driver Version: 23.21.13.8813)
    10.99: D3DWrapper::CreateDevice - Hardware Vertex Processing
    10.99: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
    10.99: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
    10.99: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
    10.99: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 0
    11.14: FakeDevice::FakeDevice - Available Texture Memory 4072 MB
    11.14: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
    11.14: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
    11.14: FakeDevice::FakeDevice - Patching visibility culling.
    11.14: EffectBase::CheckShaderCache
    11.14: VirtualCockpit::EnableEnhancements - Patching cockpit view.
    11.14: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
    11.14: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
    11.14: LightArray::ApplyPatch - Patching maximum dynamic light count.
    11.14: DrawRecorder:rawRecorder - Starting worker threads.
    11.14: WorkerThread::WorkerThread - Number of Processors: 8
    11.19: ModelBuffer::Init - SSE4.1 is available
    11.19: ModelBuffer::CreateBuffers - Capacity = 600000
    11.20: ModelBuffer::Init - Available Texture Memory 4050 MB
    11.20: Models::OnInit - Shadow Map Size: 2048, Filter: On
    11.20: Models::OnInit - Available Texture Memory 4002 MB
    11.20: DrawRecorder::Init - Scenery Shadow Map Size: 8192
    11.20: DrawRecorder::Init - Terrain Shadow Map Size: 2048
    11.20: DrawRecorder::Init - Available Texture Memory 3890 MB
    11.20: DrawRecorder::StartCompileShaders
    11.20: CompileShaders - Starting.
    11.21: CompileShaders - Finished.
    11.58: EffectBase::CreateEffect - Loading: Texture.fx
    11.58: TextureManager::Init - Loading TextureMagic.ini
    17.08: DrawRecorder::LoadShaders
    17.08: EffectBase::CreateEffect - Loading: Generic.fx
    17.09: EffectBase::CreateEffect - Loading: GroundShadow.fx
    17.09: EffectBase::CreateEffect - Loading: SeaWater.fx
    17.11: EffectBase::CreateEffect - Loading: Scenery.fx
    17.14: EffectBase::CreateEffect - Loading: Terrain.fx
    17.22: EffectBase::CreateEffect - Loading: Clouds.fx
    17.23: EffectBase::CreateEffect - Loading: Skybox.fx
    17.24: EffectBase::CreateEffect - Loading: Models.fx
    17.28: EffectBase::CreateEffect - Loading: RenderShadows.fx
    17.28: DrawRecorder::LogStats - T:0.2 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
    17.32: DrawCalls buffer resized to 1024
    17.32: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768

  5. #5
    Everything so far is as it should be for a successful start-up. The next few lines to get to the User Interface should look like:

    13.33: WaterBuffer::AddIndexed - Realloc Vertex Capacity: 16384
    13.33: WaterBuffer::AddIndexed - Realloc Index Capacity: 16384
    13.34: ModelDrawData buffer resized to 512
    13.36: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
    13.36: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 16384
    13.36: SeaWater::SetupNormals - Normal Map #1: 512 x 512
    13.39: WaterBuffer::PopulateBuffers - Water Vertex Buffer, Capacity = 16384
    13.39: WaterBuffer::PopulateBuffers - Water Index Buffer, Capacity = 16384
    13.39: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 32768
    13.40: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
    14.14: SeaWater::SetupNormals - Normal Map #2: 512 x 512
    14.22: SeaWater::SetupNormals - Normal Map #3: 512 x 512
    14.33: SeaWater::SetupNormals - Normal Map #4: 512 x 512
    14.44: SeaWater::SetupNormals - Normal Map #5: 512 x 512
    14.56: SeaWater::SetupNormals - Normal Map #6: 512 x 512
    14.67: SeaWater::SetupNormals - Normal Map #7: 512 x 512
    14.74: Clouds buffer resized to 512
    14.78: SeaWater::SetupNormals - Normal Map #8: 512 x 512
    14.89: SeaWater::SetupNormals - Normal Map #9: 512 x 512
    15.03: SeaWater::SetupNormals - Normal Map #10: 512 x 512
    15.15: SeaWater::SetupNormals - Normal Map #11: 512 x 512
    15.28: SeaWater::SetupNormals - Normal Map #12: 512 x 512
    15.54: SeaWater::SetupNormals - Normal Map #13: 512 x 512
    15.64: SeaWater::SetupNormals - Normal Map #14: 512 x 512
    15.90: SeaWater::SetupNormals - Normal Map #15: 512 x 512
    16.02: SeaWater::SetupNormals - Normal Map #16: 512 x 512

    As you can see, there are no more shader files being loaded. Are you also running SweetFX / Reshade / Freestyle or some other post process shader package that might have a shader called "Normal"?

    The other possibility is that it can't find the water files (h2od_01 through h2od_16) to load, but that comes a little later in the sequence.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  6. #6
    At the bottom of shaders.xml there as section related to water rendering.

    <Water Desc="Water texture effect"
    Lighting="False" SpecularEnable="False"
    SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
    ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
    AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
    TexCoordIndex0="0" TexTransformFlags0="Count2"
    ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
    MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0"
    TexCoordIndex1="0" TexTransformFlags1="Count2"
    ColorArg11="Texture" ColorOp1="BlendTextureAlpha" ColorArg21="Current"
    MinFilter1="Linear" MagFilter1="Linear" AddressU1="Wrap" AddressV1="Wrap" Texture1="1"
    />
    <WaterReflectionA Desc="Water reflection texture effect A"
    Lighting="False" SpecularEnable="False"
    SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
    ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
    AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
    TexCoordIndex0="0" TexTransformFlags0="Count2"
    ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
    AlphaArg10="Texture" AlphaOp0="SelectArg1" AlphaArg20="TFactor"
    MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0"
    />
    <WaterReflectionB Desc="Water reflection texture effect B"
    Lighting="False" SpecularEnable="False"
    SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
    ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
    AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
    TexCoordIndex0="0" TexTransformFlags0="Count2"
    ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
    AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="TFactor"
    MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0"
    />
    <Shore Desc="Shoreline texture effect"
    Lighting="False" SpecularEnable="False"
    SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
    ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
    AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
    TexCoordIndex0="0"
    ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
    AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="TFactor"
    MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0"
    />

    A long time ago AnKor's shaders needed these to be set a particular way (as above), but I think he did away with even looking at these anymore.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  7. #7
    SOH-CM-2020
    Join Date
    Jun 2005
    Location
    Aotearoa, New Zealand
    Age
    63
    Posts
    2,896
    Hi Nachtpiloten, MajorMagee,

    I too am getting the message, just like Nachtpiloten last year:

    " Combat Flight Simulator Assertion Failed

    Module:"graphics", File: shader (1293): Cannot find default shader "Normal" "

    So is this a problem with the shaders.xml? What was the fix?

  8. #8
    SOH-CM-2020
    Join Date
    Jun 2005
    Location
    Aotearoa, New Zealand
    Age
    63
    Posts
    2,896
    Quote Originally Posted by NachtPiloten View Post
    Must be getting old... searched the threads above and did not see this message - I installed the new package (shaders30, the directx ini, suneffect) and the effects dds. When I start the sim I get the message


    Combat Flight Simulator Assertion Failed

    Module:"graphics", File: shader (1293): Cannot find default shader "Normal"

    any ideas

    Nvidia GTX 770
    i7 CPU
    Asus board
    Hi Nachtpiloten,

    Well the answer turns out to be quite simple. A few spurious characters sometimes pop up in line 2 of the shaders.xml file, when edited in an xml editor like XML Wrench. The tricky thing is that you cannot see these characters in Notepad!! Completely invisible. As soon as you can see and delete the spurious characters, your file will work properly.

    It's caught me out quite a few times over the years, in various xml files (effects, country,shaders, etc etc).

    HTH

Members who have read this thread: 1

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •