Lighting pack woes
by AllynMcelrath · in Torque Game Engine · 02/20/2006 (11:02 am) · 9 replies
As a continueation of this thread:
Well, I now have the editor working, but before I create new light types and what not I wanted to use the pre existing lights.
But none of the data blocks are available to me.
They are available to the editor (f12), but not to the creator for any of the entity types.
As stated in the other thread I did add the correct line as exampled by the Tutorial.bace that shipped with the lighting pack (its what I based my mod off) and i see it loading in my console, but none of the data blocks are there, as well as some issue with saving anything that i make with the editor.
Console dump:
Well, I now have the editor working, but before I create new light types and what not I wanted to use the pre existing lights.
But none of the data blocks are available to me.
They are available to the editor (f12), but not to the creator for any of the entity types.
As stated in the other thread I did add the correct line as exampled by the Tutorial.bace that shipped with the lighting pack (its what I based my mod off) and i see it loading in my console, but none of the data blocks are there, as well as some issue with saving anything that i make with the editor.
Console dump:
#2
02/20/2006 (11:08 am)
--------- Initializing: Torque Creator --------- Loading compiled script creator/editor/editor.cs. Loading compiled script creator/editor/particleEditor.cs. Loading compiled script creator/scripts/scriptDoc.cs. Loading compiled script creator/ui/creatorProfiles.cs. Loading compiled script creator/ui/InspectDlg.gui. Loading compiled script creator/ui/GuiEditorGui.gui. Engine initialized... Could not locate texture: DrumCircle/client/ui/Button_d Could not locate texture: DrumCircle/client/ui/Button_i Could not locate texture: DrumCircle/client/ui/options_d Could not locate texture: DrumCircle/client/ui/options_i Could not locate texture: DrumCircle/client/ui/Quit_d Could not locate texture: DrumCircle/client/ui/Quit_i Exporting server prefs... Exporting server prefs... Loading compiled script DrumCircle/server/camera.cs. Loading compiled script DrumCircle/server/editor.cs. ... Shape with old version. Loading compiled script DrumCircle/server/player.cs. Loading compiled script DrumCircle/server/logoitem.cs. Loading compiled script DrumCircle/server/Campfire.cs. Loading compiled script DrumCircle/server/Campfire2.cs. Loading compiled script DrumCircle/server/Rain.cs. Loading compiled script DrumCircle/server/Sparkles.cs. Loading compiled script DrumCircle/server/Butterfly.cs. Loading compiled script DrumCircle/server/fxlights.cs. Loading compiled script DrumCircle/server/markers.cs. Loading compiled script DrumCircle/server/IFL.cs. *** LOADING MISSION: DrumCircle/data/missions/flat.mis *** Stage 1 load common/server/missionLoad.cs (23): Unable to find function clearCenterPrintAll common/server/missionLoad.cs (24): Unable to find function clearBottomPrintAll *** Stage 2 load Executing DrumCircle/data/missions/flat.mis. *** Mission loaded Connect request from: IPX:30203020:30223B0D0A20:8224 Connection established 1703 CADD: 1704 local *** Sending mission load to client: DrumCircle/data/missions/flat.mis Mapping string: ServerMessage to index: 0 Mapping string: MsgConnectionError to index: 1 Mapping string: MsgLoadInfo to index: 2 Mapping string: MsgLoadDescripition to index: 3 Mapping string: MsgLoadInfoDone to index: 4 Mapping string: MsgClientJoin to index: 5 Mapping string: Welcome to the Torque demo app %1. to index: 6 Mapping string: Player to index: 7 Mapping string: MissionStartPhase1 to index: 8 *** New Mission: DrumCircle/data/missions/flat.mis *** Phase 1: Download Datablocks & Targets Mapping string: MissionStartPhase1Ack to index: 0 Could not locate texture: DrumCircle/data/shapes/player/Player_Girl/Unnamed Mapping string: MissionStartPhase2 to index: 9 *** Phase 2: Download Ghost Objects Mapping string: MissionStartPhase2Ack to index: 1 Ghost Always objects received. Mapping string: MissionStartPhase3 to index: 10 Client Replication Startup has Happened! fxFoliageReplicator - Lev: 2 PotNodes: 21 Used: 20 Objs: 339 Time: 0.0000s. fxFoliageReplicator - Approx. 0.04Mb allocated. fxFoliageReplicator - Lev: 2 PotNodes: 21 Used: 19 Objs: 63 Time: 0.0000s. fxFoliageReplicator - Approx. 0.01Mb allocated. fxFoliageReplicator - Lev: 2 PotNodes: 21 Used: 12 Objs: 12 Time: 0.0160s. fxFoliageReplicator - Approx. 0.00Mb allocated. fxFoliageReplicator - Lev: 2 PotNodes: 21 Used: 19 Objs: 319 Time: 0.0000s. fxFoliageReplicator - Approx. 0.04Mb allocated. fxFoliageReplicator - Client Foliage Replication Startup is complete. *** Phase 3: Mission Lighting Successfully loaded mission lighting file: 'DrumCircle/data/missions/flat_716b7c8.ml' Mission lighting done Mapping string: MissionStartPhase3Ack to index: 2 Mapping string: MissionStart to index: 11 *** Initial Control Object Activating DirectInput... keyboard0 input device acquired. mouse0 input device acquired. keyboard0 input device unacquired. keyboard0 input device acquired. Loading compiled script creator/editor/cursors.cs. Loading compiled script creator/editor/editor.bind.cs. Loading compiled script creator/editor/ObjectBuilderGui.gui. Loading compiled script creator/editor/EditorGui.gui. Loading compiled script creator/editor/EditorGui.cs. Loading compiled script creator/editor/WorldEditorSettingsDlg.gui. Loading compiled script creator/editor/TerrainEditorVSettingsGui.gui. General\tTab_general\tgeneral_min_height\t50\tgeneral_scale\t200\tgeneral_water\t0\tgeneral_centerx\t0\tgeneral_centery\t0 Bitmap\ttab_Bitmap\tbitmap_name\tDrumCircle/data/terrains/DrumCircle2.png Tab data: General^Tab_general^general_min_height^50^general_scale^200^general_water^0^general_centerx^0^general_centery^0 tab: Tab_general Heightfield::eval:0 General Heightfield::eval:0 General Heightfield::eval:0 General Heightfield::eval:1 Bitmap Loading compiled script creator/editor/editorRender.cs. Obj: Observer - Obj: WayPointMarker - Misc Obj: SpawnSphereMarker - Misc Obj: PlayerDts - Obj: PlayerShape - Obj: Apples - Items Obj: PalmTrees - Items Obj: Drum1 - Items Obj: Campfire - Obj: Smoke - Obj: CampfireEmitterNode - Obj: CampfireEmitterData - Obj: FireLarge - Obj: FireLargeEmitter - Obj: FireLargeEmitterNode - Obj: RealFireSmallParticle - Obj: RealFireSmallEmitter - Obj: RealFireNode - Obj: HeavyRain - Obj: Snow - Obj: Sparkle1 - Obj: Sparkle2 - Obj: Sparkle1EmitterNode - Obj: Sparkle1EmitterData - Obj: Butterfly - Misc Obj: LightHalo - fxLights Obj: FlameLight - fxLights Obj: BlueLight - fxLights Obj: FlameSmoke - Obj: FlameSmokeEmitter - Obj: FlameSmokeEmitterNode - Obj: bubble - Obj: bubbleEmitter - Obj: bubbleEmitterNode - Obj: Om_ILF - Misc Obj: Crystal1 - Misc Obj: Observer - Obj: WayPointMarker - Misc Obj: SpawnSphereMarker - Misc Obj: PlayerDts - Obj: PlayerShape - Obj: Apples - Items Obj: PalmTrees - Items Obj: Drum1 - Items Obj: Campfire - Obj: Smoke - Obj: CampfireEmitterNode - Obj: CampfireEmitterData - Obj: FireLarge - Obj: FireLargeEmitter - Obj: FireLargeEmitterNode - Obj: RealFireSmallParticle - Obj: RealFireSmallEmitter - Obj: RealFireNode - Obj: HeavyRain - Obj: Snow - Obj: Sparkle1 - Obj: Sparkle2 - Obj: Sparkle1EmitterNode - Obj: Sparkle1EmitterData - Obj: Butterfly - Misc Obj: LightHalo - fxLights Obj: FlameLight - fxLights Obj: BlueLight - fxLights Obj: FlameSmoke - Obj: FlameSmokeEmitter - Obj: FlameSmokeEmitterNode - Obj: bubble - Obj: bubbleEmitter - Obj: bubbleEmitterNode - Obj: Om_ILF - Misc Obj: Crystal1 - Misc pushDialog(): Invalid control: DemoEditorAlert creator/editor/EditorGui.cs (906): Unable to find object: '' attempting to call function 'open' creator/editor/EditorGui.cs (0): Unable to find object: 'MessageHud' attempting to call function 'close' keyboard0 input device unacquired. keyboard0 input device acquired.
#3
02/20/2006 (11:08 am)
Obj: Observer - Obj: WayPointMarker - Misc Obj: SpawnSphereMarker - Misc Obj: PlayerDts - Obj: PlayerShape - Obj: Apples - Items Obj: PalmTrees - Items Obj: Drum1 - Items Obj: Campfire - Obj: Smoke - Obj: CampfireEmitterNode - Obj: CampfireEmitterData - Obj: FireLarge - Obj: FireLargeEmitter - Obj: FireLargeEmitterNode - Obj: RealFireSmallParticle - Obj: RealFireSmallEmitter - Obj: RealFireNode - Obj: HeavyRain - Obj: Snow - Obj: Sparkle1 - Obj: Sparkle2 - Obj: Sparkle1EmitterNode - Obj: Sparkle1EmitterData - Obj: Butterfly - Misc Obj: LightHalo - fxLights Obj: FlameLight - fxLights Obj: BlueLight - fxLights Obj: FlameSmoke - Obj: FlameSmokeEmitter - Obj: FlameSmokeEmitterNode - Obj: bubble - Obj: bubbleEmitter - Obj: bubbleEmitterNode - Obj: Om_ILF - Misc Obj: Crystal1 - Misc Obj: Observer - Obj: WayPointMarker - Misc Obj: SpawnSphereMarker - Misc Obj: PlayerDts - Obj: PlayerShape - Obj: Apples - Items Obj: PalmTrees - Items Obj: Drum1 - Items Obj: Campfire - Obj: Smoke - Obj: CampfireEmitterNode - Obj: CampfireEmitterData - Obj: FireLarge - Obj: FireLargeEmitter - Obj: FireLargeEmitterNode - Obj: RealFireSmallParticle - Obj: RealFireSmallEmitter - Obj: RealFireNode - Obj: HeavyRain - Obj: Snow - Obj: Sparkle1 - Obj: Sparkle2 - Obj: Sparkle1EmitterNode - Obj: Sparkle1EmitterData - Obj: Butterfly - Misc Obj: LightHalo - fxLights Obj: FlameLight - fxLights Obj: BlueLight - fxLights Obj: FlameSmoke - Obj: FlameSmokeEmitter - Obj: FlameSmokeEmitterNode - Obj: bubble - Obj: bubbleEmitter - Obj: bubbleEmitterNode - Obj: Om_ILF - Misc Obj: Crystal1 - Misc pushDialog(): Invalid control: DemoEditorAlert onwake state sgLightDBList -1 common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui (1852): Unable to find object: '-1' attempting to call function 'save' Compiling common/synapseGaming/sgLights/SpotLight.cs... Loading compiled script common/synapseGaming/sgLights/SpotLight.cs. onwake state sgLightEditorLightEditorPanel sgLightDBList sgSpotDataBlock 3 keyboard0 input device unacquired. keyboard0 input device acquired. creator/editor/EditorGui.cs (906): Unable to find object: '' attempting to call function 'open' creator/editor/EditorGui.cs (0): Unable to find object: 'MessageHud' attempting to call function 'close' *** ENDING MISSION CDROP: 1704 IPX:30203020:30223B0D0A20:8224 Exporting server prefs... Exporting prefs Exporting client prefs Exporting server prefs Shutting down the OpenGL display device... Making the GL rendering context not current... Deleting the GL rendering context... Releasing the device context... Destroying the window... keyboard0 input device unacquired. mouse0 input device unacquired. DirectInput deactivated. Restoring the desktop display settings (1024x768x32)...
#4
Did you run the diff against your mod directory and TLK's "starter.fps"? Make sure to do that as described in the Dev Guide.
As mentioned in the Guide, I recommend WinMerge. If you're using a Mac it comes with its own diff tool.
02/20/2006 (1:24 pm)
Hi Allyn, like I mentioned earlier you need to follow the Developer's Guide. There is at least one TLK script entry point missing (specifically the server side exec) - there may be more missing code, like the Mission Editor changes.Did you run the diff against your mod directory and TLK's "starter.fps"? Make sure to do that as described in the Dev Guide.
As mentioned in the Guide, I recommend WinMerge. If you're using a Mac it comes with its own diff tool.
#5
I did this merge by hand. I looked at and tryed to find any script diffrances i could. i only found one.
All i wished to do was to move my mod (of tutorial.bace) to the lighting pack (tutorial.bace).
I dont think anything elese is missing by that server side exec you mentioned, but i can find the entry.
If you could point me in the right direction it would be very helpfull.
I know that you asked me to look at the Developer's Guide, but most of that is greek (to many unknown words or terms) to me, and i had a hard time understanding it,and It seemed overkill for what i was doing.
Im just an artist.
*Greek to me = you keep refering to code as a catch all, so i wasnt sure if you ment script files, or the real c++ code that i never touch. Eather way, the document seemed only to be conserned with merging the SDK (in my mind the c++ stuff), and not the scripts or art files.
Im sure its my mistake, but there you have some feedback from a non programer. =)
I have sence decided to move on to moding the FPS example, keeping intact the netcode stuff and the lighting pack, a move i was going to do anyway once i felt i had learned enough with of the tutorial.bace, wich is easer to understand.
Thank you very much for your help, it is realy appreacited. You seem like a very nice forum goer and i see you have helped alot of people in the TLK area very quickley, my kudos to you.
02/20/2006 (1:51 pm)
Im not a coder.I did this merge by hand. I looked at and tryed to find any script diffrances i could. i only found one.
All i wished to do was to move my mod (of tutorial.bace) to the lighting pack (tutorial.bace).
I dont think anything elese is missing by that server side exec you mentioned, but i can find the entry.
If you could point me in the right direction it would be very helpfull.
I know that you asked me to look at the Developer's Guide, but most of that is greek (to many unknown words or terms) to me, and i had a hard time understanding it,and It seemed overkill for what i was doing.
Im just an artist.
*Greek to me = you keep refering to code as a catch all, so i wasnt sure if you ment script files, or the real c++ code that i never touch. Eather way, the document seemed only to be conserned with merging the SDK (in my mind the c++ stuff), and not the scripts or art files.
Im sure its my mistake, but there you have some feedback from a non programer. =)
I have sence decided to move on to moding the FPS example, keeping intact the netcode stuff and the lighting pack, a move i was going to do anyway once i felt i had learned enough with of the tutorial.bace, wich is easer to understand.
Thank you very much for your help, it is realy appreacited. You seem like a very nice forum goer and i see you have helped alot of people in the TLK area very quickley, my kudos to you.
#6
Ill go over the "copying your mod" to "changing the defuilt game" to "editing scripts to load the TLK in your mod".
if you want.
02/20/2006 (1:56 pm)
PS: if you tell me what script files for the Tutorial.bace and the Starter.FPS have thoes entry (respectily) i will wright a nice tutorial on how to just mod like starter kits from Stock to TLK. With notes that this dosn't merge the C++ stuff.Ill go over the "copying your mod" to "changing the defuilt game" to "editing scripts to load the TLK in your mod".
if you want.
#7
These are the script files that changed:
(pulled that from the Dev Guide)
If you can write a non-developer guide that would be awesome. The process is very easy, it's just a matter of making sure all of the changes are copied over. This is the kind of guide I would love to include in TLK with the others as a quick way to get started.
I highly recommend trying to use WinMerge. It makes the process so easy. It literally shows you the different files and where they are different. Then the merge process only involves hitting Alt-Right to move whole sections of script into your mod. Ultimately though whatever you find easiest is the best approach as it will keep the guide easy to understand for others.
If you need any help let me know, and feel free to email me with ideas, drafts, or questions. Or even better post them here and maybe others can comment on our ideas.
02/20/2006 (2:40 pm)
Sorry, I didn't realize that. Honestly, I tried to make the guide easy to use for everyone, regardless of their technical ability, but I never know how successful I've been until TLK is released and I get community feedback.These are the script files that changed:
example\common\ui\torqueCheck.png example\creator\editor\EditorGui.cs example\creator\editor\objectBuilderGui.gui example\starter.fps\client\init.cs example\starter.fps\server\scripts\game.cs example\starter.fps\server\scripts\staticShape.cs
(pulled that from the Dev Guide)
If you can write a non-developer guide that would be awesome. The process is very easy, it's just a matter of making sure all of the changes are copied over. This is the kind of guide I would love to include in TLK with the others as a quick way to get started.
I highly recommend trying to use WinMerge. It makes the process so easy. It literally shows you the different files and where they are different. Then the merge process only involves hitting Alt-Right to move whole sections of script into your mod. Ultimately though whatever you find easiest is the best approach as it will keep the guide easy to understand for others.
If you need any help let me know, and feel free to email me with ideas, drafts, or questions. Or even better post them here and maybe others can comment on our ideas.
#8
I just have to run threw it a few times and make sure I understand it.
Meanwhile, ill look over thoes files to see what changed.
Thank you.
02/20/2006 (2:45 pm)
Sure, I will wright a "No-compile-no-merge" guide to converting stock Torque mods (based on the mod you modded, lol) to TLK.I just have to run threw it a few times and make sure I understand it.
Meanwhile, ill look over thoes files to see what changed.
Thank you.
#9
02/20/2006 (2:49 pm)
No problem, and thank you for the help! :)
Torque Owner AllynMcelrath
//-------------------------- 2/20/2006 -- 13:59:05 ----- Processor Init: Intel Pentium 4, ~3.05 Ghz (timed at roughly 3.05 Ghz) FPU detected MMX detected SSE detected Math Init: Installing Standard C extensions Installing Assembly extensions Installing FPU extensions Installing MMX extensions Installing SSE extensions Input Init: keyboard0 input device created. mouse0 input device created. DirectInput enabled. //----------------------------------------------- Synapse Gaming Lighting Pack for TGE - 1.4.0.0 Lighting Pack Core version: 2.2 Based on Torque version: 1.4 Compiled lighting options: SG_LIGHTING - enabled SG_USE_TERRAIN_COLOR_CORRECTION - enabled SG_STATIC_LIGHT_SHADOWS_BLUR - enabled SG_TRANSPARENT_INTERIORS - disabled SG_ADVANCED_INTERIOR_LIGHTING - enabled SG_ADVANCED_DYNAMIC_SHADOWS - enabled SG_ADVANCED_DTS_DYNAMIC_LIGHTING - enabled SG_ADVANCED_PARTICLE_LIGHTING - enabled SG_OVEREXPOSED_SELFILLUMINATION - enabled SG_INTERIOR_DETAILMAPPING - enabled //----------------------------------------------- Initializing chunk mappings... o 'TEXT' maps to TextChunk o 'SCHK' maps to UnknownChunk o 'SCHK' maps to SimChunk --------- Loading MODS --------- exec: Warning! Found a DSO from the future! (DrumCircle/main.cs.dso) Compiling DrumCircle/main.cs... Loading compiled script DrumCircle/main.cs. Loading compiled script common/main.cs. Missing file: common/defaults.cs! Loading compiled script DrumCircle/client/defaults.cs. Loading compiled script DrumCircle/server/defaults.cs. exec: Warning! Found a DSO from the future! (DrumCircle/prefs.cs.dso) Compiling DrumCircle/prefs.cs... Loading compiled script DrumCircle/prefs.cs. Loading compiled script creator/main.cs. Loading compiled script common/main.cs. Missing file: common/defaults.cs! --------- Parsing Arguments --------- --------- Initializing MOD: Common --------- Loading compiled script common/client/canvas.cs. Loading compiled script common/client/audio.cs. --------- Initializing TTB: Server --------- Loading compiled script common/server/audio.cs. Loading compiled script common/server/server.cs. Loading compiled script common/server/message.cs. Loading compiled script common/server/commands.cs. Loading compiled script common/server/missionInfo.cs. Loading compiled script common/server/missionLoad.cs. Loading compiled script common/server/missionDownload.cs. Loading compiled script common/server/clientConnection.cs. Loading compiled script common/server/kickban.cs. Loading compiled script common/server/game.cs. Loading compiled script DrumCircle/server/game.cs. --------- Initializing TTB: Client --------- Loading compiled script common/client/message.cs. Loading compiled script common/client/mission.cs. Loading compiled script common/client/missionDownload.cs. Loading compiled script common/client/actionMap.cs. Video Init: Accelerated OpenGL display device detected. Accelerated D3D device detected. Voodoo 2 display device not detected. Activating the OpenGL display device... Activating the OpenGL display device... Setting screen mode to 640x480x32 (w)... Creating a new window... Acquiring a new device context... Pixel format set: 32 color bits, 24 depth bits, 8 stencil bits Creating a new rendering context... Making the new rendering context current... Setting screen mode to 800x600x16 (fs)... Killing the texture manager... Making the rendering context not current... Deleting the rendering context... Releasing the device context... Destroying the window... Changing the display settings to 800x600x16... Creating a new full-screen window... Acquiring a new device context... Pixel format set: 16 color bits, 24 depth bits, 8 stencil bits Creating a new rendering context... Making the new rendering context current... Resurrecting the texture manager... OpenGL driver information: Vendor: ATI Technologies Inc. Renderer: RADEON 9700 PRO x86/SSE2 Version: 2.0.5396 WinXP Release OpenGL Init: Enabled Extensions ARB_multitexture (Max Texture Units: 8) EXT_blend_color EXT_blend_minmax EXT_compiled_vertex_array EXT_texture_env_combine EXT_packed_pixels EXT_fog_coord ARB_texture_compression EXT_texture_compression_s3tc (ARB|EXT)_texture_env_add EXT_texture_filter_anisotropic (Max anisotropy: 16) WGL_EXT_swap_control OpenGL Init: Disabled Extensions EXT_paletted_texture NV_vertex_array_range 3DFX_texture_compression_FXT1 Loading compiled script common/ui/defaultProfiles.cs. Loading compiled script common/ui/ConsoleDlg.gui. Loading compiled script common/ui/LoadFileDlg.gui. Could not locate texture: common/ui/bs Loading compiled script common/ui/ColorPickerDlg.gui. Loading compiled script common/ui/SaveFileDlg.gui. Could not locate texture: common/ui/bs Loading compiled script common/ui/MessageBoxOkDlg.gui. Loading compiled script common/ui/MessageBoxYesNoDlg.gui. Loading compiled script common/ui/MessageBoxOKCancelDlg.gui. Loading compiled script common/ui/MessagePopupDlg.gui. Loading compiled script common/ui/HelpDlg.gui. Loading compiled script common/ui/RecordingsDlg.gui. Loading compiled script common/ui/NetGraphGui.gui. Loading compiled script common/client/metrics.cs. Loading compiled script common/ui/FrameOverlayGui.gui. Loading compiled script common/client/messageBox.cs. Loading compiled script common/client/screenshot.cs. Loading compiled script common/client/cursor.cs. Loading compiled script common/client/help.cs. Loading compiled script common/client/recordings.cs. OpenAL Driver Init: OpenAL Missing OpenAL Extension function 'EAXSet' Missing OpenAL Extension function 'EAXGet' Vendor: Creative Labs Inc. Version: 1.1 Renderer: Software Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE Loading compiled script DrumCircle/client/audioProfiles.cs. Object 'AudioClosest3d' is not a member of the 'AudioDescription' data block class Loading compiled script DrumCircle/client/ui/PlayGui.gui. Loading compiled script DrumCircle/client/ui/mainMenuGui.gui. Loading compiled script DrumCircle/client/ui/optionsDlg.gui. Loading compiled script DrumCircle/client/ui/loadingGui.gui. Loading compiled script DrumCircle/client/ui/items.gui. Loading compiled script DrumCircle/client/optionsDlg.cs. Loading compiled script DrumCircle/client/missionDownload.cs. Loading compiled script DrumCircle/client/serverConnection.cs. Loading compiled script DrumCircle/client/loadingGui.cs. Loading compiled script DrumCircle/client/playGui.cs. Loading compiled script DrumCircle/client/clientGame.cs. Loading compiled script DrumCircle/client/default.bind.cs. Could not locate texture: DrumCircle/client/ui/Button_d Could not locate texture: DrumCircle/client/ui/Button_i Could not locate texture: DrumCircle/client/ui/options_d Could not locate texture: DrumCircle/client/ui/options_i Could not locate texture: DrumCircle/client/ui/Quit_d Could not locate texture: DrumCircle/client/ui/Quit_i Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployClient.cs. Loading compiled script common/synapseGaming/contentPacks/sgDeploy.cs. Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs. Loading compiled script common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui. Loading compiled script common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui. Loading compiled script common/synapseGaming/contentPacks/lightingPack/client/littleEndian/sgDecal.cs.