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AngelModder

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Everything posted by AngelModder

  1. LOL I compile daily, this is v2 of this project, this version is about 10 months old. plus there was a little break between the two versions. The original cut was developed for the jawa clan, but screw them. Any ways TBH I've poured through this map and theirs just no one thing or even a series of things that seem to be causing it, this may simply be that at 16k brushes and god knows how many patches it truely just has too many edges in it for a T Junction compile. Any ways Add me on discord @@IrocJeff_Jeff im in the Jkhub community channel. I'm sure you're there as well. The problem is not terrain related as this map doesn't really have any terrain aside from small raised gardens
  2. Favorite moments hmm... * My days with The Order {O}, the original users of council GCX. Honestly the best years of my JKA experiance were spent there. The training, the roleplay, the structure was amazing. * Mapping, honestly for many years now I've enjoyed mapping and or modding in general for this community. Got to meet a lot of amazing individuals over the last 15 years. * My Girlfriend. We actually met while I was still living in the states through JKA, about 5 years ago, decided this last year to make it official and I moved to holand to be with her. Honestly it's the best thing I've achieved through JKA.
  3. I've found the issue to a point. I copied the map over to a new file and just started erasing a ton of shit. Eventually about 3000 patches later it went away. I thought for a moment I had a Eureka moment when I erased my swoop track and it finally did the T junction np problem. So I went to my main map thinking Ok maybe it was the Swoop track, not a big deal I could redesign that or find the issue. Erased the swoop track but to no avail T junction still failed, so essentailly it is exactly whjat the error is telling me bassicaly the map has just too many edges. Converting to ASE or MD3 still doesn't fix the problem as it still runs the T junction on those as well. Essentailly thjis comes down to a failure on my end, while my brush work by most maps standards is very clean. I apparently still have much to learn about quads. At this point I am just working to hide the effects of T JUnction, theirs really no fix for it unless I rebuild the entire map. So as the maps 80% done and already 3 years in and several folks contributions in, it wouldn't be fair to the public nor myself to restart. What I have been doing instead is to try and little by little fix the problem. Going back removing any extra verts from patches I may have forgotten, combinding textures to make some things on surface rather then chopped up, try to fix several of the t junctions in the maps brush work as well. I spent a couple of days re reading the old q3 documentation. O_O...
  4. So during T Junction phase of my compile I get that cursed "MAX_EDGE_LINES" error, Caused by brushes going into brushes bassicly and causing bad triangle splits. Alright so normally 90% of the time I do pretty good 45'ing my corners and brush work so this had me a little baffled as to why I've currently been having to continuisly use the "No T Junction" switch during meta. Is there any way I can narrow down my search for the offending brush(s). Example being if I say grab chunks of the map an compile them untill I get that error in one of the sections or is this an accumlitive error from just too many brushes going into other brushes through the entire map? I want to fix this error, while the "No T Junction" switch does work around this error you can see seams here and there in the map, nothing most players would really notice. however "I" notice them and I want to fix these asap. XD So I figured I would ask here to see if any one knows of a more refined manor of method for finding the cause(s). May the Force be with you! AngelModder
  5. Need some one capable of 2k and or 4k resolution screen shots 2048X2048/4096X4096

  6. Alright I'll keep this pretty simple. I need some one(s) capable of taking 2048 X 2048 and or 4096 X 4096 screenshots for Jedi's Home III's sky box. It's a pretty simple job for you. all you have to do is is load the maps in SP I would send you , take screenshots when you hear r2 beep and then send me said screenshots. I need them in 2048 X 2048 and 4096 X 4096 if possible. I can only do 1024 atm which sucks for a skybox with this much detail. Any one can set the resolution to the forementioned the problem is that any of the game that goes past your screens edge when taking the screenshot turns out black in the screenshots. Any who if you can help you'll ofcourse get the usuals, my gratitude firstly, a mentioned in Jh's credits, your name on the thank you boards in game, an easter egg of your choice to hide in the map, and ofcourse you'll get early access to the map! Thank you all for reading, replying, etc May the Force Be with you! Angel MOFO Modder
  7. Well I cant take all the credit. The statues Rooxon made for the project, and he took the walls once I converted them to ase' and smoothed out the faces so the room would apear more rounded. He's been a big help taking all my ase's and cleaning up and converting to MD3's. Today he's UV mapping the walls, while texture wise they'll look generally the same it will allow me to go to the next level with the shader and shadow work on the walls.
  8. Im just gonna drop these here and sneak off XD!
  9. Alright so I made some changes today, some big changes. I added an apartment district, imagine kotor taris apartment sector, now mix the bespin/Jh style together and that's there theme, 14 simple apartment's. This section was important to implement the casino and swimming pool. I removed the S curve typical Bespin hallways and the tram station. The Tram station "MAY" be reimplemented as part of a secret later on before final release. However it atm is just a streatch goal. I'd love to script a tram ride around the map but as it was, it was just a waste of time for the player to get to the casino, plus remopving it allowed me to add to the game mechanics and RP ability a bit better with the apartments. At this point the map is at filling out mode. All the rooms and final structural detailing are starting to come in. Consider this the final steps in her fitting out, just before the furniture however in nautical terms. me and a few friends are running a early early pre alpha test on my server tonight to start taking notes on enviromental blending. Over the coming weeks I'll be very busy transofrming the map from a bland looking vanilla pile of BS into some thing some what decent. Theirs dozens of textures to make, not even including shadow maps to create, shaders to write, elevators to set up, dozens and dozens of little things to fill the map out. XD Any who once that's complete actual alpha testing will commence. Any who early wip shot of the apartments. I kept them simple and sweet, similiarly structure wise to kotor.
  10. Cool, atleast now I know which direction to look. Hmmm started about the time I started using some 'Cairn' textures. Thanks Noodle!
  11. Yes was it on a patch, silly enough I've had this flooding by compile output for a while now but couldn't really track it's source. Atleast if it's a shader and patch combination that narrows my search...
  12. So finally got some decent work done on the side courtyards of the main lobby. And finally started working on the council chambers
  13. Hmmm a little different then the story I had created for it. Lando Calrision dedicates a section of his cloud city for the Jedi Rebirth after the fall of the Empire, but rather then Luke leading it, Luke sends his two most promisng students to run the Academy, A man and a woman (lovers) who started with just a small clutch of about 6 Padawans, Now it's a training ground for some of the most gifted Jedi specilizing in saber combat. Capable of housing 60 boy padawans and 60 girl padawans, extra accomedations for 14 teachers including the head master and mistress. A vast Archive of all Old Republic and New Republic information was recently installed along with a Relic Vault for higher learning.
  14. Here is a little pack of screenshots I took last night in HD. Enjoy! We've had a good week, allot of the Ase's have been converted to MD3 and a lot of the maps Misc models are now nice clean Mic Model Statics. Saves a lot of BSP space in the long run. XD Here is the pack, these shots were taken using the HD Plug in for the map! http://www.mediafire.com/file/gdru5mq5jqw3434/JH3.rar
  15. Good news is the error was fixed. It had to do with a command I had dropped into the Infor player Death matches (the spawn points). Originally I had wanted all the players to start outside in the main couryard just like the original JH's and the bots would spawn inside the lobby. However servers seem to have an issue with the nobots and nohumans command in the spawn points. It may just be a JA++ and JA+ problem. However again as most servers run on or the other, I cant allow for some thing to remain if it Jeoporizes its use on a server. Then you just end up with another SJC pack XD... Any who I've started on a special pack for this map that I really hope you all will enjoy. Remember how I spoke about the reflective floors only turn on via a plug in file? Well now that plug in file will also include HD textures for several of the maps commonly seen textures. Nice 4k textures for those of us with high end machines. The main file will simply be shiney floors and 2k or lower textures. Now the Plug in file will be kind of big due to the file size nature of 4k textures but believe me when i say visually they make a great impression. I'm not certain yet if I will make the reflective floors and HD textures two seperate plugins or one, for the time being it's just one.
  16. The answer to this was dont use fucking nobot and nohuman switches in your info player starts and death matches. apparently this pisses off the servers.
  17. Alright so after pulling apart the entire map and wasting yesterday turned out the reason it wasn't loading was the "nobots & nohuman" switches in the spawn points. Apparently JKA doesn't like those >.>... Any ways maps back on track and full functional on my server again. Plus side was that I found a bunch of little bugs and cleaned them up while pulling the map apart. One interesting thing it showed me however is section 1 and section 3 light compile rather easily and fast, for some reason in the 1000 or so lights the illiminate section 2, some thing is pulling allot, good news is with the map in sections for testing perposes Ill be able to slowly weed out what the issues are. Then just apply those fixes to the actual map file.
  18. Ehhh Ok so first Ill address the designer notes you've all commented on. I'll work out the glass shadow (usually depending on the type of glass it may cast like a 30-50% opacity shadow, but at the very least the legs should be casting shadows. I'll probably place some fake shadows here myself. Looks better,saves GPU power to comnpile and draw in game, overall better. Theirs quiet a few spots towards the end I'll be adding my own shadows. About 50% of the map will be using my own shadow work and the rest will just be w/e. As for models, hmmm well Im not really into modeling any more these days. Not since UT3 really. A lot of this map is already ASE's however that ofcourse is simply to save power for physics calculations. Honestly I hate ASE's they for some odd reason crank up you T Junction compilation insanely the more you use them, atm I cant even compile with T Junction, which is causing me some other sadness's that I need to address. To be fair about 50% of my issues could be fixed with a modeler, however I only know one and he's already been nice enough to make me some statues for the map, Im not about to send him all my ase's and be like here bitch clean these up and make em MD3's.. CHOP CHOP NINJA!!! Any ways for any of you who pay attention to this topic we've ran into an odd bug with the map that I'm sure has a simple fix, but first we've gotto solve this scoobey doo Mystery of wtf it even is. What happens is this. it had been oh I dnk atleast a month since I'd ran a test of the map on a server, normally I always test it on my server, never just devmap, servers show you true gamer performance as well as making sure it will actually fucking function on a server as this story will point out. This all took place due to a hard drive crash and I just hadn't had time with rebuilding our back yard and mapping to resetup Filezilla and shit. Any who, we put the map on the server, Ammap it and server just dies... Just dead, Rcon cant bring it on, nothing... Ok so we got Calium to restart it, he did some digging around and the last thing the server had said was this... Object 680 touching 3 areas at 958.000000 -423.000000 -763.000000 Object 681 touching 3 areas at 958.000000 345.000000 -763.000000 so the first thing I do besides cursing outloud and getting pissed was to grab my .map, open it with Notepad ++ and search for those cord... Theirs nothing with any branch or bit of those cords. Ok next I look for that said # of brush(s), just a normal brush nothing wrong with that, even checked in gtk, it's normal. Ok lets check entity said #'s... Again just two normal lights. All of these were no where near said mentioned cordinates. So the only thing I could think of was my old friend Google. It had ONLY this to say about it I found this some some GIT BS talking about Q3's code. | // set areas, even from clusters that don't fit in the entity array for (i=0 ; i<num_leafs ; i++) {area = CM_LeafArea (leafs);if (area != -1) {// doors may legally straggle two areas,// but nothing should evern need more than thatif (ent->areanum != -1 && ent->areanum != area) {if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",gEnt->s.number,gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);}ent->areanum2 = area;} else {ent->areanum = area;}}} Still no idea wtf any of it means, I suspected maybe cluster portals, erased them,tested still nothing but death. The only thing that makes sense to me is possibly an areaportal problem...
  19. I gotto say using what you have, dude this kicks ass! Really cool! I hope you finish this some day so we can all try it.
  20. I found some thing about this finally, theirs no other mentions of it I could find other then this... // set areas, even from clusters that don't fit in the entity array for (i=0 ; i<num_leafs ; i++) {area = CM_LeafArea (leafs);if (area != -1) {// doors may legally straggle two areas,// but nothing should evern need more than thatif (ent->areanum != -1 && ent->areanum != area) {if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",gEnt->s.number,gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);}ent->areanum2 = area;} else {ent->areanum = area;}}} No clue wth it means though. I supsect some thing with my area portals or maybe my cluster portals?
  21. Jh3, it'd been a while since I'd tested it on a server. And yea Wonko I use area portals.
  22. So we're trying to test a map on our server and when ever we switch to the said map the entire server crashes, like Cal has to restart it every time. The only thing we can find in the server crash logs is this.... Object 680 touching 3 areas at 958.000000 -423.000000 -763.000000 Object 681 touching 3 areas at 958.000000 345.000000 -763.000000 Now I searched for those cords in the .map, theirs nothing there. Gtk, theirs nothing there, I looked up brush's 681 and 680, just 2 normal looking brushes nothing wrong with them at all, entities 680 and 680, not even near those said brushes are just two normal light entities... So, wtf?
  23. Not just yet, I'm working as fast as possible atm between life and that sleep thing we humans have to do for atleast a few hours here and there. Went through last night doing a clean sweep bug check using my Steam version of the game as a clean base. making adjustments and fine tuning's to whats there so far before moving on. I am debaiting have a few people do some early early pre alpha testing with me on my server here in about a week. However I need to pick individuals who also map. As atm that's the POV I need for spotting problems and suggestions. After that Alpha testing with a selected group from here will begin. That map overall is about 75-80% complete. Theirs still a room here and there that needs its detailing and such, but nothing too drastic. Once that is complete and the secret area's are in theirs one more area I am considering adding. Some time tonight I'll begin working on fitting the Council chambers and Ceremony Hall in as well, however those will not be seen untill full release aside from the pre alpha and alpha testers. I have also considered once Pre alpha testing is complete, pulling out the main lobby and maybe on other area and releasing it as a Demo. Around about the time Alpha testing is done I'll be having another JkHub member record some video trailers etc. However like all great teasers, the best will eb saved for game play
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