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the JKA engine Graphical restricions


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Posted

These days i am making the visual efx of my new lightning that replace the force lightning default by classes.

also, i make customize class effect for Mindtrick and Drain, Heal and Rage.

the trouble start with the force lightning and mindtrick: because i have a LARGE amount of new effect to add to the force folder, at least 40 of 50+ new effects >_>

but i found a bad restricion: when i put on the effects\force folder a certain number of new efx file... in game, when i use force power is all okay, but when i use particles effects or blade effects, same weapons hide their efx.

I remenber that, if i make a building of my mod engine with debug system, the system for many of my effect tell me the message "fx system run out of effect" in the console error list. it's signed in white, and is not a critical error. is just a segnalation.

when in game there are a player with all weapons taked with "give all" weapons cheat the player hide of shoot efx and impact of some weapons, so they are not played or displayed.

so i look the code.

and i found something of really interessing.

the code seems to have some BIG restricion, about efx displayed, and also, a restriction about the number max of vertx of the poly of md3 files... and a restriction about the shaders. sometimes you necver get in game, the error "shader max indexes hit?" really frustrating, right? on my  mod i have a model that give me that error if i use in combat for a minutes of serrate fight with sabers.

i think i have founded the core of this problem.

the game is of 2003, so got some bad (and now unuseful) restriction for not overload the driver and video card of the computers of 11 years ago.

but today that'is really frustrating. there is a limitation about max number of efx files that can be sorted on the "effects" folder, there is a limitation of the shader and there is a limitation of the vertx of the mdoels.

how is possible to take down this limit?

i think i have find the solution:

look thats 2 files of the code:

 

Fx_primitives.h

 

 

  Reveal hidden contents

 

if i change that:

"#define MAX_EFFECTS            1200"

value with a mooore large value, maybe i can solve my problem.

 

about the vertexes and shader limitation, these restriction can be outtaked here:

 

qfiles.h

 

  Reveal hidden contents

 

 

so my theory is: here you can edit and bypass the engine limitation about md3 model vertx, shadering, bsp map etc :)

 

 

 

 

Posted

I got right! On fxscheduler i found that:

 

  Reveal hidden contents

That's string hide and delete the primitives precached hiding the visual effects, if their number is superior of the MAX_INDEXES_EFFECTS Parameter! :)

Posted

I was right about the shader max indexes error,

i edited 6* to the error with the parameter

 

 SHADER_MAX_INDEXES    (6*SHADER_MAX_VERTEXES)

 

to

 

 SHADER_MAX_INDEXES    (12*SHADER_MAX_VERTEXES)

model stilll crash but in the advance part of the fight, not immediatly. so is really a buffer engine problem. i wil try with another highter value.

for the efx problem, i not found the solution, the problem persist. :\ Mayve i was wrong on my intuition. if someone can help me with the effects restricion every help is accepted. :)

Posted

You should not edit qfiles.h.  It is shared with values of the map editor/compiler.  And you should be increasing the vertexes limit not changing the 6. As the indexes are meant to be 6 times the number of vertexes.

eezstreet likes this
Posted

@@ensiform ah, okay, so MAX_EFFECTS indicate the max fx_runner number that contain a gtk radiant. understood. regard the other field, i can edit the max number or vertexes with greate peace of two  my .md3 HD models. O.o for the GLM mesh i thin is not possibile 

regard the max_shader_indexes depend by the max verts value, so change the one change also the second, understood.

Sorry, but JAcoders site is be deleted, so i cannot enter more into your chat chan. O.O. because i have ever entered by the link of the Jacoders main page site. :(

However, how can i solve the hiding of the efx shooting by the weapons? i need to search the function of fx_system that hide the overbuffed effects. >_> Otherwise... i need to  descard by the code of some of my new mindtrick efx, pity :\ 

Posted

You could always install a real IRC Client or use other web chat links that are on the OJK readme etc.

 

As for the effects related stuff, I don't know which defines are actually for increasing the number of visible effects etc. ent increased a lot of that stuff in jamme.

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