UniqueOne Posted November 16, 2016 Author Share Posted November 16, 2016 New download link in the main post. Mostly bug fixes, also increased some limits, improved speed with multi-threading in a few places, and fixed some bugs. You can see some screenshots of some of the new stuff added in this post:https://jkhub.org/topic/7024-warzone-foliage-system/?p=123403 Archangel35757 likes this Link to comment
Archangel35757 Posted November 16, 2016 Share Posted November 16, 2016 any chance of better BSP decompiling back to .MAP files? Grab likes this Link to comment
UniqueOne Posted November 16, 2016 Author Share Posted November 16, 2016 any chance of better BSP decompiling back to .MAP files? Not too sure how much is possible. It's been a while since I used it, but from memory it only can't do the shaders, right? Link to comment
Tempust85 Posted November 16, 2016 Share Posted November 16, 2016 When I decompile a .BSP file, the texture scaling, rotation & positioning aren't kept and are reset to default values. Smoo, Grab and DarthDementous like this Link to comment
Tempust85 Posted November 17, 2016 Share Posted November 17, 2016 @@UniqueOne Tried this on one of my DF2 maps and I get a warning in-game saying "light grid array mismatch" and I have a few missing textures that appear to have been replaced with caulk. Smoo likes this Link to comment
UniqueOne Posted November 17, 2016 Author Share Posted November 17, 2016 When I decompile a .BSP file, the texture scaling, rotation & positioning aren't kept and are reset to default values. I see. I will look into it when I get some time. @@UniqueOne Tried this on one of my DF2 maps and I get a warning in-game saying "light grid array mismatch" and I have a few missing textures that appear to have been replaced with caulk. Think I know what the light grid issue is. I might need to compile a version of wzmap with original lightmap size for basejka. Missing textures is a bit odd though. Anything special about them or their shaders? Smoo likes this Link to comment
Archangel35757 Posted November 17, 2016 Share Posted November 17, 2016 Not too sure how much is possible. It's been a while since I used it, but from memory it only can't do the shaders, right?maybe you could chat with paulvortex or others who have written BSP decompilers? Link to comment
Tempust85 Posted November 17, 2016 Share Posted November 17, 2016 Think I know what the light grid issue is. I might need to compile a version of wzmap with original lightmap size for basejka. Missing textures is a bit odd though. Anything special about them or their shaders? Nah just your typical base JKA kind of textures and shaders. I dunno, maybe fixing the light grid thing will fix this too.. Link to comment
UniqueOne Posted November 17, 2016 Author Share Posted November 17, 2016 Nah just your typical base JKA kind of textures and shaders. I dunno, maybe fixing the light grid thing will fix this too.. Try this update. I set MAX_MAP_LIGHTGRID to the jka default. wzmap-basejka-lightgrid.zip Not sure it will have any effect on the missing shaders. Think I need more info to track that down. Link to comment
Archangel35757 Posted November 17, 2016 Share Posted November 17, 2016 @@UniqueOne - perhaps it would be enlightening if you compiled an original demo map file... and then decompiled it to see where it fails to reproduce the original .map file? Link to comment
Tempust85 Posted November 17, 2016 Share Posted November 17, 2016 @@UniqueOne Still no change. Link to comment
UniqueOne Posted November 18, 2016 Author Share Posted November 18, 2016 @@UniqueOne Still no change. Hmm. I will look into it some more. Link to comment
DarthDementous Posted November 19, 2016 Share Posted November 19, 2016 doesn't decompiling a .bsp also remove all entity lighting? I've had that happen a few times and I wasn't sure if that was the intended side effect or not. Link to comment
Tempust85 Posted November 19, 2016 Share Posted November 19, 2016 Lights aren't entities, unless you tell q3map2 to keep them (forget how exactly). Smoo likes this Link to comment
Smoo Posted November 19, 2016 Share Posted November 19, 2016 Still gets rid of the lighting though Link to comment
UniqueOne Posted November 19, 2016 Author Share Posted November 19, 2016 @@UniqueOne Still no change.Here you go. Try this version. Seems to be working for me. DOWNLOAD HERE Sorry about the mega.nz link, jkhub uploader(s) seem(s) to be broken. EDIT: New full upload on first post in the thread because of jkhub file issue. Link to comment
Guest KENNITHH Posted November 19, 2016 Share Posted November 19, 2016 Any idea if this will work for SOF2 aswell?I mean the amount of models being used or is this only for Warzone Mod. And if only for Warzone Mod, could it be possible to make the adjustments for SOF2 aswell? (not saying you have to) Link to comment
UniqueOne Posted November 19, 2016 Author Share Posted November 19, 2016 Any idea if this will work for SOF2 aswell?I mean the amount of models being used or is this only for Warzone Mod. And if only for Warzone Mod, could it be possible to make the adjustments for SOF2 aswell? (not saying you have to) I think it should work as it is now. You might be limited on how much of the procedural geometry you can add. Link to comment
Guest KENNITHH Posted November 19, 2016 Share Posted November 19, 2016 I think it should work as it is now. You might be limited on how much of the procedural geometry you can add. ok I'm testing it out with a testmap I once made of CSGO's Italy, using a lot of its models but I get 2 errors: libxml2-2.dll and libpng14-14.dll missing, I'm using the base of GTK 1.4 and Q3MAP2 2.5.16EDIT: Fixed by using paulvortex's BloodMap x64 folder and your .exe Link to comment
UniqueOne Posted November 19, 2016 Author Share Posted November 19, 2016 ok I'm testing it out with a testmap I once made of CSGO's Italy, using a lot of its models but I get 2 errors: libxml2-2.dll and libpng14-14.dll missing, I'm using the base of GTK 1.4 and Q3MAP2 2.5.16EDIT: Fixed by using paulvortex's BloodMap x64 folder and your .exe You need to download the main wzmap file on the first page and then extract the last version over it. Link to comment
Guest KENNITHH Posted November 19, 2016 Share Posted November 19, 2016 You need to download the main wzmap file on the first page and then extract the last version over it.None of the downloads work mate & when compiling I get this error : http://puu.sh/snJkI/811968f3c5.png , perhaps cause of the use of bloodmap dlls?Could you reup the whole deal ? I'm really curious if this'll work Link to comment
UniqueOne Posted November 19, 2016 Author Share Posted November 19, 2016 None of the downloads work mate & when compiling I get this error : http://puu.sh/snJkI/811968f3c5.png , perhaps cause of the use of bloodmap dlls?Could you reup the whole deal ? I'm really curious if this'll work Full new upload in the first post. Also put a few checks into the code you crashed on. Hopefully it will help. Link to comment
Guest KENNITHH Posted November 19, 2016 Share Posted November 19, 2016 Yeah it keeps crashing for me at FixBrushFaces with both my maps Link to comment
UniqueOne Posted November 19, 2016 Author Share Posted November 19, 2016 Yeah it keeps crashing for me at FixBrushFaces with both my maps I guess I could compile it with threading disabled for that section. Will need to wait though, i'm compiling a map at the moment, so I cant compile the exe. Link to comment
Guest KENNITHH Posted November 19, 2016 Share Posted November 19, 2016 Perhaps it's better that I post my log here as there are multiple FixBrushFaces: http://pastebin.com/wVemrDWc And no problem waiting Link to comment
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