Models turn white
I'm using the latest stable 10.3. for some reason, at times, I get models turning white. It seems random when a model comes into view. I started the map (this is map 2 of helinhel) and when first starting the level, I didn't notice this problem, except a head candle was white like this from a distance). I'm using a combination of the newer kingennio models and some monster models from sitters. After starting this map after ending it several times to get the right models to appear so I don't have deds conflicting, now I see the other models becoming white. This seems random and when I restarted it again, and went around a corner, the shotgun guy and pinky was not whited out. It can't be a model problem because the required texture files are there as well as the deds and they don't always stay white. I will attach a screen to show.
a doomsday out too:
a doomsday out too:
Executable: Doomsday Engine 1.10.3 (Stable 32-bit #869) May 19 2013 20:49:11.
Command line (50 strings):
0: ..\Bin\Doomsday.exe
1: -basedir
2: C:\PROGRAM FILES (X86)\DOOMSDAY/
3: -file
4: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Archvile.pk3
5: -file
6: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Caco.pk3
7: -file
8: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Baron.pk3
9: -file
10: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Cyberdemon.pk3
11: -file
12: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-LostSoul.pk3
13: -file
14: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Imp.pk3
15: -file
16: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Mancubus.pk3
17: -file
18: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Mastermind.pk3
19: -file
20: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Pain.pk3
21: -file
22: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Revenant.pk3
23: -file
24: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Soldier.pk3
25: -file
26: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Sergeant.pk3
27: -file
28: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-Spider.pk3
29: -file
30: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\M-SSDude.pk3
31: -file
32: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\HELINHEL.WAD
33: -file
34: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\jdui-all-20120223.pk3
35: -file
36: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\deng-dhtp-20111231.pk3
37: -file
38: C:\PROGRAM FILES (X86)\DOOMSDAY\SNOWBERRY\addons\soundpack-20070618.zip
39: -pwadtex
40: -sfxchan
41: 16
42: -texcomp
43: -game
44: doom2
45: -pwadtex
46: -iwad
47: C:\Program Files (x86)\DOOM Collector's Edition\Doom2\DOOM2.WAD
48: -userdir
49: C:\Users\daniel\Documents\Doomsday Frontend\runtime/
Window::initialize: Using Qt window management.
Initializing plugins...
(id:1) dehread
(id:2) doom
(id:3) wadmapconverter
applyGeometry: Joystick_Init: T
Starting GuiApp event loop...
Display mode has changed.
Canvas: Gained focus.
OpenGL information:
Vendor: ATI Technologies Inc.
Renderer: AMD Radeon HD 6800 Series
Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
Available Compressed Texture Formats: 31
Available Texture Units: 8
Maximum Texture Anisotropy: 16
Maximum Texture Size: 16384
Line Width Granularity: 0.1
Line Width Range: 1.0...63.0
Extensions:
GL_AMDX_debug_output GL_AMDX_vertex_shader_tessella
GL_AMD_conservative_depth GL_AMD_debug_output
GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete
GL_AMD_performance_monitor GL_AMD_pinned_memory
GL_AMD_query_buffer_object GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_te GL_AMD_shader_stencil_export
GL_AMD_shader_trace GL_AMD_texture_cube_map_array
GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lin
GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellat
GL_AMD_vertex_shader_viewport_ GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays
GL_ARB_base_instance GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object GL_ARB_color_buffer_float
GL_ARB_compatibility GL_ARB_compressed_texture_pixe
GL_ARB_compute_shader GL_ARB_conservative_depth
GL_ARB_copy_buffer GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture
GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vert GL_ARB_draw_indirect
GL_ARB_draw_instanced GL_ARB_explicit_attrib_locatio
GL_ARB_explicit_uniform_locati GL_ARB_fragment_coord_conventi
GL_ARB_fragment_layer_viewport GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4 GL_ARB_get_program_binary
GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_instanced_arrays
GL_ARB_internalformat_query GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_program_interface_query GL_ARB_provoking_vertex
GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store GL_ARB_shader_image_size
GL_ARB_shader_objects GL_ARB_shader_precision
GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_o
GL_ARB_shader_subroutine GL_ARB_shader_texture_lod
GL_ARB_shading_language_100 GL_ARB_shading_language_420pac
GL_ARB_shading_language_packin GL_ARB_shadow
GL_ARB_shadow_ambient GL_ARB_stencil_texturing
GL_ARB_sync GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_r GL_ARB_texture_buffer_range
GL_ARB_texture_compression GL_ARB_texture_compression_bpt
GL_ARB_texture_compression_rgt GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample GL_ARB_texture_non_power_of_tw
GL_ARB_texture_query_levels GL_ARB_texture_query_lod
GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm
GL_ARB_texture_storage GL_ARB_texture_storage_multisa
GL_ARB_timer_query GL_ARB_transform_feedback2
GL_ARB_transform_feedback3 GL_ARB_transform_feedback_inst
GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_ GL_ARB_viewport_array
GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap GL_ATI_fragment_shader
GL_ATI_separate_stencil GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3 GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_EXT_abgr
GL_EXT_bgra GL_EXT_bindable_uniform
GL_EXT_blend_color GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer GL_EXT_copy_texture
GL_EXT_direct_state_access GL_EXT_draw_buffers2
GL_EXT_draw_instanced GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
GL_EXT_histogram GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_float
GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_provoking_vertex
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_EXT_subtexture GL_EXT_texgen_reflection
GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_bpt
GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_add
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotro GL_EXT_texture_integer
GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object
GL_EXT_texture_rectangle GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm GL_EXT_texture_storage
GL_EXT_texture_swizzle GL_EXT_timer_query
GL_EXT_transform_feedback GL_EXT_vertex_array
GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region
GL_NV_blend_square GL_NV_conditional_render
GL_NV_copy_depth_to_color GL_NV_copy_image
GL_NV_explicit_multisample GL_NV_float_buffer
GL_NV_half_float GL_NV_primitive_restart
GL_NV_texgen_reflection GL_NV_texture_barrier
GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
GL_WIN_swap_hint WGL_EXT_swap_control
Extensions (WGL):
WGL_ARB_extensions_string WGL_ARB_pixel_format
WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float
WGL_ARB_multisample WGL_EXT_swap_control
WGL_EXT_swap_control_tear WGL_ARB_pbuffer
WGL_ARB_render_texture WGL_ARB_make_current_read
WGL_EXT_extensions_string WGL_ARB_buffer_region
WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectang
WGL_EXT_pixel_format_packed_fl WGL_I3D_genlock
WGL_NV_swap_group WGL_ARB_create_context
WGL_AMD_gpu_association WGL_AMDX_gpu_association
WGL_ARB_create_context_profile WGL_NV_DX_interop
WGL_NV_DX_interop2 WGL_NV_float_buffer
Initializing Render subsystem...
Setting up platform state...
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013.
Audio configuration (by decreasing priority):
CD : FMOD/CD
Music: FMOD/Ext
SFX : FMOD
Sfx_InitChannels: 16 channels.
Initializing Resource subsystem...
Initializing Texture subsystem...
Initializing Material subsystem...
Initializing Binding subsystem...
Initializing InFine subsystem...
Initializing UI subsystem...
Locating "HACX - Twitch 'n Kill"...
Locating "Chex(R) Quest"...
Locating "Final DOOM: TNT: Evilution"...
Locating "Final DOOM: The Plutonia Experiment"...
Locating "DOOM 2: Hell on Earth"...
Locating "Ultimate DOOM"...
Locating "DOOM Registered"...
Locating "DOOM Shareware"...
Loading game resources...
IWAD identification: 010424c4
loadCompositeTextureDefs: Loaded all 428 texture definitions from "C:\Program Files (x86)\
DOOM Collector's Edition\Doom2\DOOM2.WAD:(basedir)\
TEXTURE1.lmp".
R_InitCompositeTextures: Done in 0.34 seconds.
R_InitFlatTetxures: Done in 0.01 seconds.
R_InitSpriteTextures: Completed in 0.47 seconds.
Parsing primary config "configs\doom\game.cfg"...
Clearing binding context 'global'...
Clearing binding context 'deui'...
Clearing binding context 'console'...
Clearing binding context 'message'...
Clearing binding context 'chat'...
Clearing binding context 'shortcut'...
Clearing binding context 'gameui'...
Clearing binding context 'menu'...
Clearing binding context 'finale'...
Clearing binding context 'map-freepan'...
Clearing binding context 'map'...
Clearing binding context 'game'...
Parsing definition files...
Def_ReadProcessDED > Def_EvalFlags: Flag 'df_attackskin' is not defined (or used out of
context).
^ : Flag 'df_nocull' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
^ : Flag 'df_attackskin' is not defined (or used out of context).
Def_ReadProcessDED: "(basedir)\defs\jdoom\auto\jDRP-StartAnim.ded" not found!
^ : "(basedir)\defs\jdoom\auto\jDRP-FontPack.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Arachnotron.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-ArchVile.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-BaronOfHell.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-BossCube.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Cacodemon.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Cyberdemon.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Demon.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-FormerHuman.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-FormerSergeant.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-HellKnight.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Imp.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Keen.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-LostSoul.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Mancubus.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-PainElemental.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Revenant.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-Spectre.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-SpiderMastermind.ded" not found!
^ : "(basedir)\defs\jdoom\auto\M-SSSoldier.ded" not found!
^ : "(basedir)\defs\jdoom\auto\D-Candleabra.ded" not found!
readAllDefinitions: Completed in 0.21 seconds.
Definitions:
30 animation groups
6 composite fonts
17 finales
230 lights
33 map infos
11 materials
2155 models
148 particle generators
3 skies
36 songs
231 sound effects
138 sprite names
1261 states
219 surface decorations
50 surface reflections
368 text strings
11 texture environments
278 things
buildSprites: Done in 0.02 seconds.
R_InitSprites: Done in 0.02 seconds.
setupModel: Failed to locate "PinkySkin_diff.png" (#5) for model "(basedir)\Data\jDoom\
Models\Monsters\Pinky\MONSTERS-Demon.md2", ignoring.
Comments
Edit: I moved some .ded files out of the auto folder and activated 'Doomsday best HD model' pack combined with some other monster models and it seems ok now. Thanks for your time.