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AngelModder

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Posts posted by AngelModder

  1. So a small update on this situation. I managed to use Normans Q3map2GUI and your WZmap.exe together to compile and get past the missing shaders and textures etc however WzMap.exe crashes when it gets to fix brush faces stage no matter which map I compile. Bassically I'm sure this works swimmingly, just need some help trouble shooting it a bit.

  2. We could sure use a mapper :). God knows i'm not one, yet i'm doing all our maps.

    Thanks. But yea I'd love to help once this is done. Alright so a quick question, maybe I'm just an idiot and have been spoiled by the old q3map2gui by norman, but uhm when I run my .bat file to compile using wzmap.exe it runs fine except it all ends up timing out because it can't find any of my textures or shaders.

     

    I never was an expert at .bat files... But here is what mine is...

     

    "C:\Users\Lil One\Documents\WZMap\wzmap.exe" -meta -v "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\JH3-TE.map"

    "C:\Users\Lil One\Documents\WZMap\wzmap.exe" -vis -v "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\JH3-TE.map"

    "C:\Users\Lil One\Documents\WZMap\wzmap.exe" -light -fast -patchshadows -samples 3 -bounce 8 -v "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\JH3-TE.map"

     

    Bassicaly as I fail at bats how do I tell it "hey dipshit here is his base folder so you can read the textures and shaders"... XD

  3. Well for me in this map :

     

    quote-less-is-more-ludwig-mies-van-der-r

     

    designing maps is hard.. not many maps are well designed.. in my opinion none of my map are like that and i am sitting on them some time..

    Id say your cloud city story maps were pretty damn well designed... I mean I dnk how they look in gtk ofcourse but in game the quality was great and a lot of fun!

  4. Well... For a dying engine, I'd have a hard time making a better case for a modding community hanging on and keeping it afloat. Even with what was lost, you're making a map that's up with the top mappers of all time. You're creating interest in the process of making a map, you're giving us something to anticipate, to weigh in on, to be a part of and to enjoy.

     

    I think when SJC disappeared for the last time, it kind of hit me hard that such a mapping titan had moved on. A lot of times since then there were brave and bold starts to big projects, but few ever reached the light of day. I know you have the capacity to see this through, and I know I will see paradise one day :D

    Thanks mate, tbh I never liked SJC. His map's were very pretty, but technically speaking were not well designed. Any who that's just my opinion on him. I don't consider myself one of the greats, I still see others like Szico etc and go "wow". I know I can do that quality given the right theme, but I still find myself learning new things.

    Any ways i will do my best to keep you all involved with  the actual creation process. I have a member who is willing to do a sneak peak video shortly before the maps release. However I wonder would you all like maybe a video of my own going over the design process? 

    Jeff, swegmaster and Kualan like this
  5. Just a nightly update. Some work being done on the swimming pool. Anoek worked her ass off too tonight. She's working on the training sections and trial sections of the map. She's learning allot as she goes along. At times I feel bad as I expect her quality to match up to mine and she sufferes the stress of it. But she is progressing amazingly. I really hope that by the time she is ready to show you all her section that you will all show her some love! She works her ass off to learn everything much quicker then most of us did. Any ways here is a pic... Gonna do some caustics and other cool effects.
    Public Swimming Pool!
    m2V3Sbc.jpg

    Onysfx, Fuse294, DarthStiv and 5 others like this
  6. The versions posted on here are fairly old and may have been compiled with intel c++, so that may be the reason you crashed (if you have an amd cpu).

     

    The latest version (no longer using intel c++) is available on our assets repo, in this folder (the only file you should actually need if you downloaded the older version is WzMap.exe): https://github.com/Stoiss/WZassets/tree/master/WARZONE_TEST_BUILD/WzMap

    Thanks mate! It is a brilliant step for some of us larger map makers :D!

    Stoiss likes this
  7. So ran a few test, atleast as far as the q3map2 64 bit version that comes with gtk 1.6 is concerned Func groups and lights count as entities. I mean duh a light is an entity but apprently the coders removed the bit that use to make them not count against your overall count limit. The fix is sadly shader lighting. They don't get counted up etc untill Light compile. Func groups apparently are considered entities to it, however I am unsure if they will make you break the limit or are just ignored.

    Langerd likes this
  8. Afaik lights don't count as ents, unless you keep them (forget how, but I've seen it somewhere). Pretty sure func_groups are just for in-editor grouping

    I always thought the same, however perhaps it's a problem with the latest q3map2? It seems that the newest 64 bit one DOES count them against you... :/ The proof is in the pudding, I removed a bunch of lights and the max entity error stopped and let me continue compiling.

  9. Wait... light enities are counting as the nities as well?? I thought whole 3rd stage is for them...

    How many lighting enities You have comparing to shaders that are light sources? 

     

    And also .. light entity ..how exactly does it works?? Making lighting with the shaders doesnt create any entities just the lightning right?? I am confused right now...

    How many Func_groups You have? I use them many times but they are pissing me off because when i just want to copy a brushes from func_group's and i end up with multiple single brush func_groups.. 

    I had WAY to many light entities and func groups, about 4000 lights and 1300 func groups because of the same thing as your self. I solved by replacing a lot of my repetitive lighting such as the swoop track's blue side lighting with shaders. Turns out light entities do count, however shader lighting doesn't as they are not added up and inserted into the entity list until the 3rd stage "lighting". So while you will always have some uses for entity lights, they sadly do add to your count and you're better off to use shader lighting.

  10. Small update -  The map is back on track after having to rework to overcome some different compiler errors. Nothing to worry about. Any who here is a couple shot of the public sector of the map. Just so I don't get a few folks saying this doesn't look like JH at all, please read some of the prior posts. The idea has been expanded on using a tram station to take you to a more public side of this cloud city like structure. This section is the public area's including a Casino, Swimming Pool and intense training!
    dKoAR5q.jpg

    jSo2AOk.jpg

     

    Most of those smaller doors are just fake aesthetics's but some one does scream at you and tell you to go away if you try to go in! XD I've never been a fan of fake doors but in spots like this it's a nice detail and a bit of fun interactivity. 
    It's still a little rough lighting wise. The final product will clean this up.

    Langerd, Smoo, Penekowski and 7 others like this
  11. Alright so I went to compile tonight and hit the max map entities error. So ok i've got a lot of func groups, I ungrouped them all, still hit the error, ok next largest group was the lights... erased them all it goes away... O_O... now for those of you REALLY familiar with this engine, lights are not suppose to count against you during compile... So, wtf?

    Basically through all of my many years of experience I am truly for once stumped.... Why the fuck are my light entities counting against overall entity count during my meta compile. Yet every source says they don't, that they are filtered out as a separate thing. I've tried the Wzmap.exe, that pos just crashes constantly since I don't have the compatible cpu socket apparently...

    I wont even try to hide it, by most favored project and possibly my crown jewel hinges on figuring this out... The sense of desperation is high, every moment of my free time I've given up into this project (which is day and night atm literally I sleep 3 hours and get up and keep going between work) is falling apart in front of me because of some  random wtf situation... :

  12. In-game:

    • Entity limit is 1024, but players, lightsabers and bodyque take up around 100 entities or so, so the functional limit is more like 900.
    • Lights do not count, they are removed during compilation of the map.
    • ref_tag, info_null, target_position, info_notnull do not count, they are removed after the map is loaded by the game.
    • worldspawn and weather entities do not count, it's not treated as an entity by the game and aren't spawned.
    • NPC_Spawner (and all derivative types) are removed from the entity list after they have finished spawning all of their NPCs.

    q3map2/Radiant:

    • Entity limit is 2048
    • Everything counts, including worldspawn, lights, and func_group

    There might be a version of q3map2 that is compiled to have higher entity limits, maybe @@UniqueOne's wzmap has a higher entity limit?

    It would be great if so. I'm going to see what exactly I have minus lights and the other non count ones. I know I have quiet a few func groups, kind of stupid for them to count imo but w/e.

    Smoo likes this
  13. So during compile I got that old damn Max map entities bs. Easilly solved by just undoing some func groups and or combining them. The question is though which entities count against this list. I know light entities and Misc models don't count against the IN game entity max, but what about compile time? I was always under the assumption that Lights don't count against you? >.> Will really suck if I have to switch over to full shader lighting as I just never have personally liked it's effect some times and it jacks the light compile through the damn roof...

    So if any one has a definitive list of which ones DONT count against the max map entity list during compile that'd be helpful for the future.

  14. This. Though I did manage to BSP compile a huge 128000 x 128000 map a long time ago (can't remember the height, maybe 32000 or 64000). If the calculations are correct (64 = 1.80 m), that amounts to about 3.6 x 3.6 km. I seem to remember it took me 13 minutes of running from the south-east corner to the north-west corner of the map :P

    yea I've done some like desert style simple maps on request a few times. They just wanted a giant sand box, dunes with a few rock models etc. Named simply the dune sea. was 5 layers of the same piece stretching as far as you're allowed to in each direction in radiant X & Y Abut 512 -768 max for the dunes and just simple teleports to the north east south and west sections which were just the same terrain pieces rotated around. No need for blending, just simple shade angled sand. I want to say it was 28000 brushes when finished but took only like an hour to fully compile with a bounce 8. Granted the overall lighting scale was set to 4 to give the shadows a more blurry effect over the dunes. One of those times lowering the quality had a visual advantage.

    Jeff and Smoo like this
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