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Circa

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Posts posted by Circa

  1. Modeling 3D assets has become more and more mainstream since Jedi Outcast and Academy came out. It used to be an obscure talent only a handful of modders could do well. Nowadays, more and more people are picking up 3D modeling as a hobby or full career. There are many tools out there to shape, mold, and sculpt in a 3D space.

    Which one do you use primarily for Jedi Outcast or Jedi Academy mods?

    modeling2.jpg

  2. 11 minutes ago, Mr. Mouse said:

    If someone could just show me the files I would need to mess with to make this a stand-alone mod, I could probably figure it out.

    The feature is only done via hard code edits, so you'd need to know programming and it would then require you to use a custom .exe anyway. Might as well use JAEnhanced and disable any features you don't want to use.

  3. In other words, the load order doesn’t override the previously loaded items, they would just be skipped. A bit different than other games like Skyrim and KOTOR.

     

    Only other thing I can think of causing issues is other pk3s in the OpenJK folder rather than the base folder. Either in Gamedata/Openjk or Documents/My Games/Openjk.

  4. 6 hours ago, AshuraDX said:

    You seem to have glanced over the LODS I mentioned.

    evQobFu.png

    LODS are lower detail Versions of a model, packaged into the model. If a model has LODs, you can view them in Modview by using the F1 to F4 keys on your keyboard.

    How can they help?

    The Transform Space error occurs on collision against a model. If the model it is performing the collision check against is very heavy in geometry, the available memory does not suffice for the required calculations, resulting in the aforementioned error message.

    Luckily for us, the devs where rather smart about it and made it so that the game tries to use a lower LOD mesh for collision detection if one is available.

    This means that if your additional LODs are low enough, the game will not crash and continue running just fine.

    LODS are only shown to the player if:

    1. Low graphics settings are used
    2. The model is so far away from the player that he generally wouldn't notice in normal gameplay

    You could import a vanilal jka model into blender to see how the LODs are set up. Usually it should jsut be copies of every mesh with a _<number> at the end of their names.

    Do you have any further questions?

    This should be in the tutorial section, that's a good summary that I'm sure would be useful for new people.

  5. In simpler terms, you have to edit the source code to raise such limits. OpenJK and its various forks already raise them a decent amount.

    Also like you said, there are a lot of Boba models out there that look really good already. Verts and polys will only get you so far before you need to also have a modern renderer to make it look worth using. There's a reason modelers still optimize their high res models to work in JKA properly. They still look great, just not as great as they would in a modern game with a modern engine and renderer like Battlefront II.

    It's best to aim for OpenJK's limits at the most. You could also look into making it compatible with rend2, which is an experimental modern renderer that can be used with OpenJK.

  6. 7 hours ago, carter8383 said:

    Ooooh, yeah the Readme just lists everything to GameData, so that's what I'd been doing. Don't know how I stumbled into the right way the first time lol.

    I just tried it though, and it's still acting the same.  The .dll and the .pk3s I want to use all go into base, not the folder itself right? I've tried both now on a clean install again to be sure, and it's still just a white screen with no response. And now I'm getting that same error code, minus the extra .pk3s when launching vanilla SP through steam.

    Nothing should go in base unless you plan on playing the base game. If you're only going to be playin JAEnhanced, your other pk3s can go in the jaenhanced folder, although it does load pk3s from both, it does not load DLLs from both.

    The folder structure in the ZIP file is how it should be in your GameData alongside the base folder. The readme says to drop everything in GameData and that should be all you need to do.

    spacer.png

     

    Not sure what else to tell you, other than make sure your graphics drivers are up to date. Maybe try launching the .exe as administrator.

    You should try going to Documents/My Games/jaenhanced and deleting the files in there as well, its possible you had a weird graphics setting causing it.

    Smoo and Zelanter like this
  7. Interesting. That error is usually for progressive textures, which can only be run in openjk/JAEnhanced so it makes sense you get that error when running it via base JKA through the menu. Using that menu doesn’t change the executable that is used.

    Did you make sure to have all of the .dll files in the right areas? Whatever it was in the zip folder is where they should be in the gamedata folder. 
     

    jaenhancedgamex86.dll should be in the jaenhanced folder. 
    All other DLLs should be in gamedata. 

  8. 14 hours ago, quakefreed said:

     

    Who wrote this post? I see it in my reply form but it's not in the thread?

     

    Thanks Circa for the advice. I'm going to have to sit down and do the tutorial. Seems there's no way around this but scripting. 

    The forum will save a reply text for you automatically if you leave the page and then try to reply again even if it’s a different thread.

    Looks like that reply is from this thread:

    https://jkhub.org/?app=core&module=system&controller=content&do=find&content_class=forums_Topic&content_id=12033&content_commentid=160277

  9. Just an FYI, I created a rend2 tutorial section and moved a couple threads to it as per SomaZ.

    Tagging the Rend2 Acolytes that sing its praises regularly, that I can think of. @DT85 @minilogoguy18 @SomaZ @mjt @Stoiss @Mandalorian @AshuraDX

    More tutorials for it would be appreciated, if anyone is up for that. I know SomaZ is working on some, in case others wanted to as well.

    https://jkhub.org/tutorials/rend2/

    Szico VII and SomaZ like this
  10. 3 hours ago, Mike Oldfield said:

    The sv_master1 line is probably useless in a pseudo-LAN server. For the serverjoin, we've tried with both of us connecting to my address, and each one having a different file, and it didn't make a difference.

    The master server line is important if you're using the server browser to find servers. If your friend is just waiting for your server to show up on that list, they'd need to be using OpenJK or EternalJK to be able to see them on that master.

    You could just skip the server list completely and just tell them to use the console and type /connect 192.168.1.1 (for example - and if you have a password do /password password)

    Or you could tell them to add the IP as a favorite in the server list and change the filter to Favorites.

  11. 2 hours ago, NumberWan said:

    This reminds me of one map, I've been looking for for ages now. It was a Naboo courtyard, perhaps a MP map for dueling. There were two areas, where the players start with archways of some sort. The map was quite detailed even though it used Radiant brushes only. It had new skybox, if I remember correct. But all textures were certainly a creation of the author himself – brick walls, roof, floor and plants.

    I once saw it on jk3files, I believe, but never ever since. I still have some textures from that map somewhere around, but unfortunately that's all.

     

    Not this one?

    https://mrwonko.de/jk3files/Jedi Academy/Maps/Free For All/94111/

     

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