-
Posts
645 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by AngelModder
-
-
A little before and after shot I through together today. Amazing how it's changed
TheWhitePhoenix, Kuhe, Cor and 3 others like this -
https://www.dropbox.com/s/0ryvhdiunsiwsa6/openjk%202017-08-18%2019-34-44-42.avi?dl=0
Not the greatest quality videos. But this is a short video of one of the secret area's I've been working on recently for jedi's Home III and a small video of a quick run through during some testing of the Demo map, Enjoy!https://www.dropbox.com/s/tvraqmx7imzebny/openjk%202017-08-16%2007-43-51-08.avi?dl=0
Smoo and TheWhitePhoenix like this -
A small meditation garden within the temple...
Kuhe, TheWhitePhoenix, ZanderNao and 2 others like this -
The look you will all soon have on your faces!
Langerd, Kualan, TheWhitePhoenix and 6 others like this -
-
-
All entities count during compile but that HARD limit is 4096, but theirs say a Light entity limit (not applicable to shader lights) That's why most folks use shader driven lighting and just a few entity ones here and there for special circumstance. Asgarath is correct about Misc model, sadly though there is a light entity limit. A lot of folks think theirs not but sadly there really is.. I've ran into it a few times. Then again I had like 4k light entities.
In game is another issue though, there lights dont count as they're just markers really for illumintion information for the engine to bake into the surfaces. I believe misc model doesn't as asgarath mentioned. Info null and not null dont count either, and I could be wrong but I believe target position doesn't either as again sort of like lights it's just a cord ref.
What Im more or less looking for is maybe a Cvar like R_speeds that gives me some information on the entity count atm during game play. So far all reserch has yeilded nothing. Which si weird as it seems like some thign you would want for building SP bs in Q3 games.Like you Langerd I'm a bit confused if it means the map overall or just in said active area's visible to the player(s).
-
Alright so I just want to make sure I play it safe with JH3, i know maps can only have 1024 active entities in a map at a time, and 256 entities active in say one portaled off area at a time.. I believe that doesn't count Misc Model's and Misc model statics, but other shit. They really need a more precise list of this some where on the tutorial section, what counts and doesn't count and how certain situations may change this.
Any ways back to my main question is there a Cvar to show me how many entities are running in my map actively?
On the note of portalling (areportal doors etc) if entities are areaportaled off and not even running atm (no ones in the room) whilst on a server do they still count against the active entity check list? -
Alright so im officially schedualing the first alpha test for 2 weeks from today. The first 12 folks to PM me will be involved with that. After that I will be releasing a small section of the map as a DEMO and a trailer probably about that time curtesy of Iffo Atm I am predicting a October release. I know thats a bit further then originally planned but I just got my Visa to stay in Holand for the next 5 years, so it's back to work for me. So less time to dedicate to JH3 to make a long story short. XD
ZanderNao and TheWhitePhoenix like this -
Alright so as I mentioned earlier the glass was temproary till i could get what I wanted to put in the windows set up. A note about these windows, the stained glass is a func_door and via a button in an administrative office you can open and shut them based on your needs.
This was a bit of a trick to do actually. I wanted to create the illusionof depth, as if they were transparent. However as these windows were put here as yet another FPS protection measure they couldn't be set to actually be semi transparent. So I used an old simple trick, using the textures glow map to transpose the area's on the opposite sides of the glass. The illusion for the most part works as long as you dnt go over thinking perspective as you move side to side or up and down. Hmm some times even I have to take the easy way out.The courtyard is still a bit of a wip.
Daniel, Noodle, swegmaster and 7 others like this -
Nice! Who's the character in the second mosaic?
Unknown random jedi female. These will probably be changed to some other stained glass image later.For now they serve as a concept and place holder.
-
-
I always just use a nodraw elevator with triggers at the topand bottom.
-
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 -
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.
-
I don't think it would hurt to compile in chunks and see if the error occurs in that section. If you don't mind send me the .map file and I'll take a look at it.
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.
Compiling with no t junctions is probably not a good idea in the long run.
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...
-
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 -
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
-
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.
Langerd, Onysfx and TheWhitePhoenix like this -
-
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.Onysfx, TheWhitePhoenix, GPChannel and 4 others like this -
I found out that was completely irrelevant. Tried it in a patch and on a normal brush, and the problem is in both compiles. Even in the simplest room (4 walls, one floor, one roof and a light square brush with the texture) would have this warning. I'm 100% the issue is in the way the shaders are written and completely unrelated to brushes.
Cool, atleast now I know which direction to look. Hmmm started about the time I started using some 'Cairn' textures.
Thanks Noodle!
Noodle likes this -
So I've got this problem in my most recent map and I've been trying to dig the reason behind it without much success, until now.
I was using the yavin/light texture in my map and realized the problem was related to the shader. The following line seems to create this issue:
q3map_flare gfx/misc/flare
When I removed this line, the warning was gone. The sad thing is that it gives a nice flare effect, so I wonder if anyone else has any idea why the flare effect creates this warning.
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...
-
Jedi Home III - Temple Edition
in WIPs, Teasers & Releases
Posted
Started work on the ship for the hanger. I think it's gonna be some thing new and unique...