Ekozmaster / NFSU2-RTX-Remix

RTX Remix mod for Need for Speed Underground 2
MIT License
99 stars 4 forks source link

Fix conflicting lights that spams SPEED2_d3d9.log #92

Open Ekozmaster opened 11 months ago

Ekozmaster commented 11 months ago

We're getting spammed with these errors which change mesh hash depending on location of the map: err: Light prims attached to replacement meshes must come after a mesh prim. mesh hash: cb7b4b58367e75f9

Some light placements are producing those errors for seemingly no reason. I binary searched disabling them by hand in their usda to find a few of them, but there is more around. Tip: Run the game through a terminal to see the log live.

02_roadways.usda

over "mesh_E9DEF663052D1C38"
{
    def SphereLight "FancyStreetLamp" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        float colorTemperature = 3500.0
        bool enableColorTemperature = 1
        float exposure = 1.1
        float intensity = 90.0
        bool normalize = 0
        float radius = 0.5
        float shaping:cone:angle = 90
        float shaping:cone:softness
        float shaping:focus
        color3f shaping:focusTint
        asset shaping:ies:file
        double3 xformOp:rotateXYZ = (0, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (0, -3.1000000461935997, 6.900000102818012)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}

over "mesh_06776E392C0B5E0C"
{
    def SphereLight "PostTopOnAnArm" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        float colorTemperature = 4000.0
        bool enableColorTemperature = 1
        float exposure = 0
        float intensity = 88.440006
        float radius = 0.4
        float shaping:cone:angle = 90
        float shaping:cone:softness
        float shaping:focus
        color3f shaping:focusTint
        asset shaping:ies:file
        double3 xformOp:rotateXYZ = (0, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (0, -3.1000000461935997, 7.000000104308128)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}

0105_Global.usda

over "mesh_11DC2B18D6329ABA"
{
    def SphereLight "LargeStructureAccentBase" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        color3f color = (0.3320464, 1, 0)
        float colorTemperature = 4500
        bool enableColorTemperature = 1
        float exposure = 10.5
        float intensity = 2999.5
        float radius = 0.1
        float shaping:cone:angle = 90
        float shaping:cone:softness = 5.3
        float shaping:focus = 16.1
        color3f shaping:focusTint
        asset shaping:ies:file
        bool treatAsPoint = 0
        double3 xformOp:rotateXYZ = (180, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (0, 0, 3.200000047683716)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}

010104_beaconHillWest.usda

over "mesh_ED87F22F16395A8C"
{
    def SphereLight "ShortWallTopper" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        float colorTemperature = 3500
        bool enableColorTemperature = 1
        float inputs:colorTemperature = 3000
        bool inputs:enableColorTemperature = 1
        float inputs:exposure = 0
        float inputs:intensity = 150.2
        float intensity = 150
        float radius = 0.225
        float shaping:cone:angle = 90
        float shaping:cone:softness
        float shaping:focus
        color3f shaping:focusTint
        asset shaping:ies:file
        bool treatAsPoint = 0
        double3 xformOp:rotateXYZ = (0, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (4.700000070035458, 0.20000000298023224, 1.2000000178813934)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}
adamplayer commented 11 months ago

None of those shown have mesh replacement in use. They’ve been added in the same way as any other.

Ekozmaster commented 11 months ago

That is the weird part, they're all seemingly regular lights but remix chose to mess with them

adamplayer commented 11 months ago

Are these mesh hashes referenced in multiple places? They could be trying to have a delta prim(?) before the initial one has been declared.