Xycaleth Posted September 10, 2016 Posted September 10, 2016 How exactly does the Ghoul2 collision work? With respect to LODs... I mean what if LOD0 (when actively drawn on screen) used LOD1 for collision calculations? And LOD1 used LOD2 for collisions, and so on? then you would never be using LOD0 (the most detailed mesh for collision calculations... wonder if that would work... and how that would look?It uses the Ghoul2 model for collision detection instead of a proxy model (which would be a lot cheaper for not much visible precision loss) - the LOD used can be controlled with g_g2TraceLod which defaults to LOD3 (or the closest available one). Collision detection can't be tied to what the player sees because, at least in MP, you have multiple view points.
The Punisher Posted September 10, 2016 Posted September 10, 2016 It happens when an user attacks another, a concrete one. What is happening? Memory leak? I don'y play multiplayer but I think there is a mod called "JA Unlimited (1.1)" (I think I saw it at Mr Wonko's site) that might help. Again, not sure since I don't play MP but you might want to try it.
Archangel35757 Posted September 10, 2016 Posted September 10, 2016 It uses the Ghoul2 model for collision detection instead of a proxy model (which would be a lot cheaper for not much visible precision loss) - the LOD used can be controlled with g_g2TraceLod which defaults to LOD3 (or the closest available one).Collision detection can't be tied to what the player sees because, at least in MP, you have multiple view points.So it already uses a user or code specified lower GLM LOD that the artist has already created. I don't think you can do better than that... the problem is most people do not even create LODs! eezstreet and minilogoguy18 like this
eezstreet Posted September 10, 2016 Posted September 10, 2016 In theory you could create an LOD that's never seen (is LOD4 not used?) and have the most basic possible mesh for collision. If LOD4 is not seen, it could work.
Archangel35757 Posted September 10, 2016 Posted September 10, 2016 @@eezstreet - I don't think it visually draws the lower LoD used for collision detection. Right @@Xycaleth?
Xycaleth Posted September 10, 2016 Posted September 10, 2016 @@eezstreet - I don't think it visually draws the lower LoD used for collision detection. Right @@Xycaleth?I think what eez is saying is to have an extra LOD, which can never be used for rendering, and is only used for collision detection. eezstreet likes this
ensiform Posted September 10, 2016 Posted September 10, 2016 Just have a pre generated collision map/model instead basically.
Archangel35757 Posted September 10, 2016 Posted September 10, 2016 Have you guys actually looked at some of the lowest LODs in The Raven released assets? They are pretty crude... I think that level of detail would be sufficient-- if people just made them.
minilogoguy18 Posted September 11, 2016 Posted September 11, 2016 So it already uses a user or code specified lower GLM LOD that the artist has already created. I don't think you can do better than that... the problem is most people do not even create LODs! I had this issue for my AT-ST, when LOD's were made I stopped getting that error and the more LOD's I made the better the performance. I do find it hard to go down to LOD3, it looks so bad at that point you don't even wanna include it. It's good to know that the game uses the least detailed LOD as the collision mesh. Archangel35757 likes this
Archangel35757 Posted September 11, 2016 Posted September 11, 2016 @@eezstreet and other JKHub admins... perhaps, as a new submission rule, JKHub should start requiring that MD3 (3 levels: LOD0, LOD1, LOD2) and Ghoul2 GLM models (4 to 6 levels?) be properly LOD'ed so as to avoid this as an issue? Just a suggestion...
eezstreet Posted September 11, 2016 Posted September 11, 2016 @@eezstreet and other JKHub admins... perhaps, as a new submission rule, JKHub should start requiring that MD3 (3 levels: LOD0, LOD1, LOD2) and Ghoul2 GLM models (4 to 6 levels?) be properly LOD'ed so as to avoid this as an issue? Just a suggestion...Um....no. That would cut out a lot of people who don't even know what an LOD is from making a model.
Archangel35757 Posted September 12, 2016 Posted September 12, 2016 Um....no. That would cut out a lot of people who don't even know what an LOD is from making a model.Making LODs in the 3D modeling software is no more complicated than making the original model-- in fact it's much easier. The reason they are not made is either ignorance of their need or laziness.
minilogoguy18 Posted September 12, 2016 Posted September 12, 2016 Yeah, you can't really force it but it did just hit me that like literally everything being made right now has no LOD's since they're all just ports and models that are cobbled together. Archangel35757 and eezstreet like this
eezstreet Posted September 12, 2016 Posted September 12, 2016 Making LODs in the 3D modeling software is no more complicated than making the original model-- in fact it's much easier. The reason they are not made is either ignorance of their need or laziness.I'm not disagreeing with you here, but it's still no reason to bar them entirely from being on JKHub. If I can slap a skin together with "LOL AMAZING SKIN" written on the back of a shirt in MS paint, there's no reason we should hold modelers to some kind of extra standard.
Archangel35757 Posted September 12, 2016 Posted September 12, 2016 I'm not disagreeing with you here, but it's still no reason to bar them entirely from being on JKHub. If I can slap a skin together with "LOL AMAZING SKIN" written on the back of a shirt in MS paint, there's no reason we should hold modelers to some kind of extra standard.Well, you guys require a readme file... You should probably consider requiring the readme to specify if LODs are supported-- else users will likely run into this error... especially on highly detailed meshes. Maybe require the readme file to include a warning about this potential error because no LODs were created. Maybe this will shame folks in doing the little extra bit of work. Or maybe reward artists with a "special seal of approval" (something cool looking with the Raven and JKHub logos) for submitting properly made quality models-- if they are weighted to all bones (i.e. the face is weighted to the facial bones... often not done), BOT support, sounds, LODs, etc. ( positive reinforcement of desired results for "game-ready" models). Odeyseis likes this
Circa Posted September 26, 2016 Posted September 26, 2016 If there's an error, that's the fault of the author and their mod and if people have issues, then they have issues. Not much you can do about that as someone that didn't create the mod.
Futuza Posted September 26, 2016 Posted September 26, 2016 Well, you guys require a readme file... You should probably consider requiring the readme to specify if LODs are supported-- else users will likely run into this error... especially on highly detailed meshes. Maybe require the readme file to include a warning about this potential error because no LODs were created. Maybe this will shame folks in doing the little extra bit of work. Or maybe reward artists with a "special seal of approval" (something cool looking with the Raven and JKHub logos) for submitting properly made quality models-- if they are weighted to all bones (i.e. the face is weighted to the facial bones... often not done), BOT support, sounds, LODs, etc. ( positive reinforcement of desired results for "game-ready" models). You're talking about reviews. If someone produces a low quality skin/model/etc. users are expected to review it as such with 1 or 2 stars and a rant about how awful the model is. Properly made models, will get 5 star reviews, simple as that.
minilogoguy18 Posted September 27, 2016 Posted September 27, 2016 People don't generally rate with a lot of logical factors like that in mind. Archangel35757 likes this
GrandThrawn65 Posted December 15, 2017 Posted December 15, 2017 No, I understand. I'm just a bit busy at the moment so I couldn't afford a proper reply-There are three pinned tutorials in the Coding section of the Tutorisls. Those should be enough to get you started. I very strongly recommend you use OpenJK, as fixing the game to compile with modern compilers is not a small task, especially for a beginner. Once you've got the game compiled, let me know and I'll walk you through what to change.So, where do you change the code. I just barely started adding mods, and this same message came up while I was playing the Prequel Conversion mod. I am really dumb, and don't know where and how to change the code. Can you help me? I don't know how to use OpenJK, either.
eezstreet Posted December 16, 2017 Posted December 16, 2017 So, where do you change the code. I just barely started adding mods, and this same message came up while I was playing the Prequel Conversion mod. I am really dumb, and don't know where and how to change the code. Can you help me? I don't know how to use OpenJK, either.If you run that mod using OpenJK, that error should go away.Download the latest nightly build for OpenJK for your platform and install it according to the directions here.Then to actually run the Prequel Conversion mod, I don't know as I'm not sure how that mod is installed...if it's just a bunch of PK3s (and/or loaded with the Mods menu) then you just run the OpenJK SP executable; if it requires running a batch script, then you'll want to edit the batch script to point to the openjk executable instead of jasp.exe. GrandThrawn65 likes this
GrandThrawn65 Posted December 16, 2017 Posted December 16, 2017 If you run that mod using OpenJK, that error should go away.Download the latest nightly build for OpenJK for your platform and install it according to the directions here.Then to actually run the Prequel Conversion mod, I don't know as I'm not sure how that mod is installed...if it's just a bunch of PK3s (and/or loaded with the Mods menu) then you just run the OpenJK SP executable; if it requires running a batch script, then you'll want to edit the batch script to point to the openjk executable instead of jasp.exe.Thank you, but I can't figure out how to make it full screen. Every time I run it, it just shows up in a small window, with no option to maximize it. What do I do?
eezstreet Posted December 16, 2017 Posted December 16, 2017 Did you try changing it to fullscreen in the video options?
GrandThrawn65 Posted December 18, 2017 Posted December 18, 2017 Did you try changing it to fullscreen in the video options?How do you do that? I'm sorry, I'm very new to this kind of stuff.
eezstreet Posted December 19, 2017 Posted December 19, 2017 How do you do that? I'm sorry, I'm very new to this kind of stuff.The video options. In setup. Change Fullscreen to On. GrandThrawn65 likes this
GrandThrawn65 Posted December 21, 2017 Posted December 21, 2017 The video options. In setup. Change Fullscreen to On.Thank You. Are there any special things about OpenJK? Any new features?
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