Ekozmaster / NFSU2-RTX-Remix

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

Fix conflicting lights that spams SPEED2_d3d9.log #92

Open Ekozmaster opened 1 year ago

Ekozmaster commented 1 year 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 1 year ago

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

Ekozmaster commented 1 year ago

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

adamplayer commented 1 year 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.