Okay heres my log file
Initializing engine... Leadwerks Engine Version 0.2.2 OpenGL version 2.0.3 OpenGL vendor: NVIDIA Corporation OpenGL render device: GeForce FX 5200/AGP/SSE2/3DNOW! OpenGL extensions supported: GL_ARB_texture_non_power_of_two: 0 GL_EXT_texture_filter_anisotropic: 1 GL_ARB_texture_compression: 1 WGL_ARB_multisample: 1 GL_EXT_secondary_color: 1 wglSwapIntervalEXT: 1 GL_ARB_multitexture: 1 Vertex buffer objects: 1 Max texture size: 4096 Max cubemap size: 4096 Max texture units: 4 Max shader texture units: 16 Max multisample: 16 Max anisotropy: 8 Max clip planes: 6 Max lights: 8 Shadows supported: 1 Shaders supported: 1 Loading Plugins... Loading plugin "smf.dll"... Loading plugin "stf.dll"... Loading plugin "textureformats.dll"... Loading plugin "vtf.dll"... Loading materials... Loading models... Loading sounds... Sorting media... <Error>: Missing texture "dev\skybox" Engine initialized successfully <Error>: Missing texture "sprites\camera" Loading world "maps\example.3dw"... Spawning object "crate" Loading model "props_physics\crate"... <Error>: Missing texture group "packingcrate" <Error>: Missing texture "packingcrate\packingcrate_diff" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Initializing physics... Newton version 1.53 Physics initialized successfully. Building collision bounding box... Spawning object "crate" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building collision bounding box... Spawning object "crate" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building collision bounding box... Spawning object "crate" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building collision bounding box... Spawning object "crate" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building collision bounding box... Spawning object "crate" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building collision bounding box... Spawning object "gascan1" Loading model "warehouse\gascan1"... Loading 3dw "c:/tempo/Models/warehouse/gascan1.3dw"... Creating convex collision primitive... Creating convex collision primitive... <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 2 primitives... Spawning object "gascan1" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 2 primitives... Spawning object "gascan1" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 2 primitives... Spawning object "gascan1" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 2 primitives... Spawning object "whshelf01" Loading model "warehouse\whshelf01"... Loading 3dw "c:/tempo/Models/warehouse/whshelf01.3dw"... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... Creating box collision primitive... <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 10 primitives... Spawning object "gascan1" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 2 primitives... Spawning object "oildrum" Loading model "warehouse\oildrum"... Loading 3dw "c:/tempo/Models/warehouse/oildrum.3dw"... Creating cylinder collision primitive... <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 1 primitives... Spawning object "oildrum" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 1 primitives... Spawning object "oildrum" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 1 primitives... Spawning object "oildrum" <Error>: Missing texture "sfx\gradient" <Error>: Missing texture "sprites\spotlight" Building compound collision shape from 1 primitives... Loading texture "concrete\concretefloor01d"... Loading material "metal\metalwall05d"... Loading vertex shader "c:/tempo/Materials/shaders/default.vert"... Compiled default.vert successfuly in 135msecs. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.vert: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16614: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach vertex shader. Loading fragment shader "c:/tempo/Materials/shaders/default.frag"... Compiled default.frag successfuly in 8ms. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.frag: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16638: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach fragment shader. Loading texture "metal\metalwall05d_a"... Loading texture "building_template\building_template07a"... Loading material "dev\caulk"... Loading texture "dev\portalzone"... Loading solid entity "portalzone"... Loading solid entity "portalzone"... Loading solid entity "portalzone"... Loading texture "dev\portal"... Loading solid entity "portal"... Loading solid entity "portal"... Loading solid entity "portal"... Loading solid entity "portal"... Loading entity "sunlight"... <Error>: Missing texture "sprites\sun" Loading entity "env_cubemap"... <Error>: Missing texture "sprites\camera" <Error>: Missing texture "sprites\camera" Loading entity "anchor"... Loading entity "anchor"... Loading entity "anchor"... Loading entity "env_cubemap"... <Error>: Missing texture "sprites\camera" <Error>: Missing texture "sprites\camera" Loading entity "env_cubemap"... <Error>: Missing texture "sprites\camera" <Error>: Missing texture "sprites\camera" Building entity hierarchy... Finished loading world... Building world... Building BSP... World built in 272 msecs. Initializing OpenAL... <Error>: Failed to initialize sound device. Loading texture "skybox\day_ft"... Loading texture "skybox\day_bk"... Loading texture "skybox\day_lf"... Loading texture "skybox\day_rt"... Loading texture "skybox\day_up"... Loading texture "skybox\day_dn"... Loading material "warehouse\gascanskin1"... Loading vertex shader "c:/tempo/Materials/shaders/default.vert"... Compiled default.vert successfuly in 11msecs. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.vert: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16614: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach vertex shader. Loading fragment shader "c:/tempo/Materials/shaders/default.frag"... Compiled default.frag successfuly in 8ms. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.frag: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16638: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach fragment shader. Loading texture "warehouse\gascanskin1"... Loading texture "warehouse\shelfskin02"... Loading texture "warehouse\gascanskin1_dot3"... Starting main loop... Loading material "props_physics\crate"... Loading vertex shader "c:/tempo/Materials/shaders/default.vert"... Compiled default.vert successfuly in 10msecs. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.vert: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16614: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach vertex shader. Loading fragment shader "c:/tempo/Materials/shaders/default.frag"... Compiled default.frag successfuly in 8ms. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.frag: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16638: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach fragment shader. Loading texture "props_physics\crate"... Loading material "warehouse\oildrum_material_0"... Loading vertex shader "c:/tempo/Materials/shaders/default.vert"... Compiled default.vert successfuly in 10msecs. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.vert: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16614: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach vertex shader. Loading fragment shader "c:/tempo/Materials/shaders/default.frag"... Compiled default.frag successfuly in 6ms. Attaching vertex shader... Validating... Linking shader program... Linked <Error>: Failed to link VertexShader default.frag: Vertex info ----------- (7) : warning C7050: "ReflectDir" might be used before being initialized Internal error: assembly compile error for vertex shader at offset 16638: -- error message -- line 428, column 1: error: too many instructions -- internal assembly text -- !!VP2.0 # cgc version 1.6.0000, build date Aug 11 2006 19:59:24 # command line args: #vendor NVIDIA Corporation #version 1.6.0.0 #profile vp30 #program main #semantic gl_ModelViewMatrix : STATE.MATRIX.MODELVIEW.TRANSPOSE #semantic gl_NormalMatrix : STATE.MATRIX.MODELVIEW.INVERSE #semantic gl_TextureMatrix : STATE.MATRIX.TEXTURE.TRANSPOSE #semantic gl_ModelViewMatrixInverse : STATE.MATRIX.MODELVIEW.INVTRANS #semantic gl_ModelViewProjectionMatrixTranspose : STATE.MATRIX.MVP #semantic gl_LightSource : STATE.LIGHT #semantic gl_FrontLightModelProduct : STATE.LIGHTMODEL.FRONT #semantic activelights #semantic cameraposition #semantic lightmapenabled #semantic cubemode #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float4 gl_Vertex : $vin 1022 <Error>: Failed to attach fragment shader. Loading texture "warehouse\oildrum_material_0"... Loading texture "sfx\gradient3"... Loading texture "warehouse\oildrum_dot3"... Loading texture "props_physics\crate_DOT3"... Stopping engine... Stopping physics... End