mrwonko Posted May 10, 2013 Posted May 10, 2013 The lightmaps lump (afaik) limits it to 128x128.So it would be a matter of creating a new BSP version?
Raz0r Posted May 10, 2013 Posted May 10, 2013 Yep. Also, I've never heard of high resolution external lightmaps only working on patch meshes. All of the screenshots I've seen indicate they are used on regular brushes, across the whole map :S... Confirmed in #ioquake3 that external lightmaps can be larger than 128x128 on regular brushes :/ eezstreet likes this
Tempust85 Posted May 10, 2013 Posted May 10, 2013 Perhaps implement rend2 from ioquake3? Mappers and modellers would benefit from this one renderer. Szico VII likes this
Szico VII Posted May 10, 2013 Posted May 10, 2013 Yep. Also, I've never heard of high resolution external lightmaps only working on patch meshes. All of the screenshots I've seen indicate they are used on regular brushes, across the whole map :S... Confirmed in #ioquake3 that external lightmaps can be larger than 128x128 on regular brushes :/Well now you have. This is JK3 not ioquake3. Also be aware these are not 'proper' external lightmaps as JK3 doesn't support them, its a shader workaround as described in the tutorial link I posted above. The only game I know of around JKA era which did was ETQW. The options if you are able: - Implement internal high-res lightmaps (? comptibility issues)- Implement external high-res lightmap support- Fix the patch only/nodlight issue caused by current workaround implementation of external lightmaps (See tutorial link earlier)- Dynamic lighting system. EDIT: Here's the tutorial link for the workaround again (only works on patches with nodlight surfaceparm) Was written for Smokin guns where presumably, there is no issue,http://sgq3-mapping.blogspot.co.uk/2009/01/using-hi-resolution-external-lightmap.html Here is the wiki description of this workaround - http://openarena.wikia.com/wiki/High_resolution_lightmaps
Xycaleth Posted May 10, 2013 Posted May 10, 2013 I remember Mace trying to get external lightmaps working on some of the MB2 maps, and found it only worked with patch meshes, so it's definitely a specific case with JKA.
Jango40 Posted May 16, 2013 Posted May 16, 2013 OpenJK: v1.0.1.1 win-x86 May 9 2013Initialising zone memory .....----- FS_Startup -----Current search path:C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\OpenJK\fabulous_openjk.pk3 (4 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData/OpenJKC:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\zzz_MUGsHydroballPack.pk3 (21 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\z_(map)Tatooine_Streets.pk3 (15 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\z_(map)SD_Tatooine_Beta_1.pk3 (76 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\The (JAWA) Temple.pk3 (288 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\JKHub_pma_5.pk3 (44 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\ffa_bespin_update.pk3 (75 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\eez_all_seeing_eye.pk3 (4 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\desert t2_trip.pk3 (7 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets3.pk3 (16 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets2.pk3 (62 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets1.pk3 (8320 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets0.pk3 (15346 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData/base ----------------------24278 files in pk3 filesexecing default.cfgexecing openjk_sp.cfgcouldn't exec autoexec.cfg ------- Input Initialization -------Skipping check for DirectInputJoystick is not active.----------------------------------------- Client Initialization ---------- Initializing Renderer ---------------------------------------- Client Initialization Complete -------- Common Initialization Complete ---Working directory: C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameDataCouldn't write openjk_sp.cfg.fs_game is write protected.Initializing OpenGL subsystem...initializing QGLsucceeded...setting mode 4: 800 600 FS...using desktop display depth of 32...calling CDS: ok...registered window class...created window@0,0 (800x600)Initializing OpenGL driver...getting DC: succeeded...GLW_ChoosePFD( 32, 24, 8 )...133 PFDs found...hardware acceleration found...PIXELFORMAT 9 selected...creating GL context: succeeded...making context current: succeededInitializing OpenGL extensions...GL_S3_s3tc available...GL_EXT_texture_compression_s3tc available...no tc preference specified.....using GL_EXT_texture_compression_s3tc...using GL_EXT_texture_env_add...GL_EXT_texture_filter_anisotropic available...using GL_EXT_texture_filter_anisotropic...Using GL_EXT_texture_edge_clamp...using WGL_EXT_swap_control...using GL_ARB_multitexture...using GL_EXT_compiled_vertex_array...using GL_EXT_point_parameters...using GL_NV_point_sprite GL_VENDOR: NVIDIA CorporationGL_RENDERER: GeForce 710M/PCIe/SSE2GL_VERSION: 4.2.0GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions 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_map_buffer_alignment GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_robustness 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_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc 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_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 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_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 16384GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)MODE: 4, 800 x 600 fullscreen hz:60GAMMA: hardware w/ 0 overbright bitsrendering primitives: single glDrawElementstexturemode: GL_LINEAR_MIPMAP_LINEARpicmip: 1texture bits: 0lightmap texture bits: 0multitexture: enabledcompiled vertex arrays: enabledtexenv add: enabledcompressed textures: enabledcompressed lightmaps: disabledtexture compression method: GL_EXT_texture_compression_s3tcanisotropic filtering: enabled (16.000000 of 16.000000)Dynamic Glow: disabled ------- sound initialization -------Initializing DirectSoundlocked hardware. okUI menu load time = 731 milli secondsCouldn't write openjk_sp.cfg.]devmap jkhub_pma_5SV_Map_ CHECK HERE: maps/jkhub_pma_5.bspSV_SpawnServer call: jkhub_pma_5------ Server Initialization ------OpenJK: v1.0.1.1 win-x86 May 9 2013Server: jkhub_pma_5CM_LOADMAP: jkhub_pma_5CM_LoadMapActual: maps/jkhub_pma_5.bspLoading shader text .......... 3490 shader definitions loaded------- Game Initialization -------gamename: basegamedate: Oct 24 2003----------------------------------------------------------------------UI menu load time = 1106 milli secondsCouldn't write openjk_sp.cfg.Unable to load hud menu file:ui/hud.menu. Using default ui/testhud.menu.Unable to load default ui/testhud.menu.----- CL_Shutdown -----Shutting down OpenGL subsystem...wglMakeCurrent( NULL, NULL ): success...deleting GL context: success...releasing DC: success...destroying window...resetting display...shutting down QGL...unloading OpenGL DLL-----------------------PC_ParseExt: parseDataCount < 0 (be sure to call PC_StartParseSession!)any ideas?
eezstreet Posted May 16, 2013 Author Posted May 16, 2013 JK2 mode or JKA mode? Also what map/mod are you using? EDIT: Looks like an ancient build. Be sure to use the latest stuff.
Jango40 Posted May 17, 2013 Posted May 17, 2013 JK2 mode or JKA mode? Also what map/mod are you using? EDIT: Looks like an ancient build. Be sure to use the latest stuff.And where's the installer? This is the second time I can't find it lol. Maybe it's becuase my OS is 64-bit though? I see the files end with .x86.
Szico VII Posted May 17, 2013 Posted May 17, 2013 http://jk.xd.cm/~builds/ Its still not obvious where to go as the links are RIGHT at the bottom of the page.
eezstreet Posted May 17, 2013 Author Posted May 17, 2013 Maybe it's becuase my OS is 64-bit though? I see the files end with .x86.Has nothing to do with it. Also we don't have an installer yet because we don't have a first relese yet. You're looking at raw alpha/beta crap.
Terrence Posted May 26, 2013 Posted May 26, 2013 Hi there, I've been unable to get OpenJK SP to run with any of the several builds I've tried. Here's the error that I consistently receive: Problem signature: Problem Event Name: APPCRASH Application Name: openjk_sp.x86.exe Application Version: 1.0.1.1 Application Timestamp: 519a5f48 Fault Module Name: rdsp-vanilla_x86.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 51980a7f Exception Code: c0000005 Exception Offset: 0003d0c7 OS Version: 6.2.9200.2.0.0.256.48 Locale ID: 1033 Additional Information 1: 5861 Additional Information 2: 5861822e1919d7c014bbb064c64908b2 Additional Information 3: f3d5 Additional Information 4: f3d5be0cad2787556264647dc02181c3 The game boots and I can go to character creation and lightsaber creation, but when it goes to load a map, that's when the crash occurs. It also happens using the /map console command, so I figured that eliminates the cutscenes and movies as the problem. Any ideas on how to fix this? I'm running Windows 8 64 bit, Ati 7970, Intel Core i7. Thanks.
Master Ridley Posted May 28, 2013 Posted May 28, 2013 Terrence, copy fabulous_openjk.pk3 and jagamex86.dll from the OpenJK folder into the base folder or whatever mod folder you are trying to play. That's how it worked for me anyway.
Terrence Posted May 28, 2013 Posted May 28, 2013 Thanks for the reply, Ridley. Both of those files are in the base folder and I'm not running any other mods. I have installed some skins, maps, etc. but I initially tried running it on a clean vanilla install and had the same problem.
Terrence Posted May 28, 2013 Posted May 28, 2013 Thanks for addressing the issue! However, I just tried OpenJK SP on my laptop as well. It runs Windows 7 and is a fairly old computer. I figure I must be doing something wrong, because the two systems couldn't be more different. MP functions just fine on both.
Terrence Posted May 29, 2013 Posted May 29, 2013 No, both run into the same problem. When I download the build from github, I just extract the files in the zip to gamedata, then the files from the OpenJK folder to base right?
eezstreet Posted May 29, 2013 Author Posted May 29, 2013 http://jk.xd.cm/~builds/ Its still not obvious where to go as the links are RIGHT at the bottom of the page.http://builds.openjk.org Terrence: use one of the latest builds from the link above, that should get you settled.
Terrence Posted May 29, 2013 Posted May 29, 2013 I've been keeping up with the latest builds for my MP usage, but none have worked for SP. I just downloaded the latest one on that page, but the issue is still there. I'm convinced I'm doing something wrong, just not sure what. Anyway, SP is not that big of a deal to me. I just thought I'd run through it using OpenJK. Thanks for the help.
Omicron Posted May 29, 2013 Posted May 29, 2013 I found that when I put my files in the jka gamedata folder, it messed things up a bit. So I made a whole new directory for them. (c:/Program Files/JAcoders/OpenJK/Gamedata) And of course I made a base folder in that directory as well.
Master Ridley Posted May 29, 2013 Posted May 29, 2013 I did have a question though. To get Jedi Outcast running on OpenJK, do I create a Jedi Outcast mod folder and just place JO's assets into that, as well as a JK dll, (perhaps the jk2gamex86.dll (though, can't find the modified OpenJK version))?Answered my own question, but all the menus lack text, so I can't see what I'm clicking. Is it just that JKII mode isn't active?
eezstreet Posted May 29, 2013 Author Posted May 29, 2013 You have to start it with +set com_jk2 1 Master Ridley likes this
Master Ridley Posted May 29, 2013 Posted May 29, 2013 Thanks eezstreet! That totally worked! I can see all the menu listings know (save a small few, however, but it's doable.)Keep up the great work!
FlemoidusMaximus Posted June 2, 2013 Posted June 2, 2013 My game was crashing as well, but then I found the solution. Create a shortcut to openjk_sp.x86.exe so, then edit the shortcut. After the full title of the shortcut, add after the quotations, +set fs_game OpenJK. For example, my shortcut reads: "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\openjk_sp.x86.exe" +set fs_game OpenJK. The game should run without crashes after this. As a side note, eezstreet, how do I edit weapon damage directly from a build? Do I need to actually compile the code myself, or can I open up a document within the latest build and edit the values directly? If the answer is yes, which one do I need to edit and how? Last but not least, thank you for making this excellent project.
eezstreet Posted June 2, 2013 Author Posted June 2, 2013 You need to recompile in order to change weapon damages. For both SP and MP, this would be located in game/g_weapon.cpp or game/g_weapon.c, respectively.
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