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Xycaleth

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Everything posted by Xycaleth

  1. 1,163 downloads

    What is ModView? ModView is a tool to view models used by Jedi Knight II and Jedi Academy. It was originally created by Raven Software and now being improved by the OpenJK developers. ModView currently supports only .glm model format. What's different? The original ModView runs only on Windows. This ModView currently runs on Windows and Mac with some functionality disabled. Going forward, ModView will see more functionality restored, and changes to improve usability and to aid the process of getting models into JK2/JKA. If you are able to run the original ModView on Windows without problems, I recommend people to continue using ithe original if you don't want any reduced functionality. How to use Extract all the files to a folder of your choosing. Run ModView.exe (Windows) or Modview.app (Mac) Known Issues Currently, some of the ModView features are missing as changes are made to add Linux and Mac support. These features will be added back in the future, along with improvements! Attached models don't show up in the control on the left side of the window. No way of adjusting the floor position
  2. This isn't quite right. The original JAMP used more precision than OpenJK - I had to relax the epsilon value because it was being too restrictive given the reduced precision in OpenJK builds.
  3. OpenJK require at least Visual Studio 2013 to compile. The MAX PATCH PLANES error has been fixed for all compilers.
  4. MBII doesn't use OpenJK code. It's built using the JKA SDK.
  5. You can't use more than one uix86.dll at a time, and there's no way around it unfortunately.
  6. I'll try to upload it this weekend Problem is it's a pain to build and there's some fixes I want to add before uploading it.
  7. 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.
  8. 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.
  9. It will kill performance collision for ghoul2 models is per triangle and having to update all the triangles when it animates kills performance.
  10. JKA's server is very light on disk reads and writes. Everything gets loaded into RAM at startup and then after that everything is done in memory. So unless you're low on memory which might cause unused memory to be swapped out to disk and back, you won't notice much improvement from using HDD vs SSD. Map restarts might be a little faster but those don't happen very often.
  11. Excluding the surface sprites stuff, what extra benefit does writing a shader manual give?
  12. misc_model_static entities do not use lightmaps, so any _cs or _rs keys you use won't make any difference on them. Can you make a video showing this? I'm having trouble imagining what you could mean.
  13. I was already raised maybe a year or two ago. The main issue now, as you say, is it doesn't run very well with a large number of particles because a lot of the work is done on the CPU, rather than on the GPU (as most games do nowadays).
  14. It was a code fix https://github.com/JACoders/OpenJK/commit/91336ebfe751e75cf35ca335befff5bb1b731c4f The ui DLL can only go through a limited number of folders in the models/ folder to check for customisable characters. I've increased this number by 8x so I doubt anyone would hit the limit now.
  15. Yeah, it should get used in most cases. Can you try something in the Nvidia control panel? Go to Manage 3D Settings -> Program Settings, and then click Add to add OpenJK as a new program to customize. In the list of settings, look for "Preferred graphics processor" and set it to "High Performance". Try running OpenJK after that. It's not a permanent solution, but it'll help me confirm whether it's the GPU switching that's causing the problem. I can add a fix in the code if the setting does fix it.
  16. Can you post the console log again with that cvar set? Also, do you have one of those laptop GPU chips which automatically runs for games, but doesn't get used normally? I think it's called Nvidia Optimus for Nvidia chips.
  17. Can you try the new OpenJK with r_allowSoftwareGL 0? It looks like the version of OpenJK you had was much older than October 2015 - there were some major changes around March 2015 which your logs show you don't have
  18. @@SiLink Can you dump the console text from the working version of OpenJK? i.e. the version that isn't slow. EDIT: ALSO, what is r_allowSoftwareGL set to?
  19. What's the reason for not using OpenJK? The problem is solved there by having a folder in your My Games folder.
  20. Have you used detail brushes? What does your radiant view look like if you press ctrl+D?
  21. Learn to model/texture/map/script/code
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