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Posts posted by UniqueOne
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ok I'm testing it out with a testmap I once made of CSGO's Italy, using a lot of its models but I get 2 errors: libxml2-2.dll and libpng14-14.dll missing, I'm using the base of GTK 1.4 and Q3MAP2 2.5.16
EDIT: Fixed by using paulvortex's BloodMap x64 folder and your .exe
You need to download the main wzmap file on the first page and then extract the last version over it.
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Any idea if this will work for SOF2 aswell?
I mean the amount of models being used or is this only for Warzone Mod. And if only for Warzone Mod, could it be possible to make the adjustments for SOF2 aswell? (not saying you have to)
I think it should work as it is now. You might be limited on how much of the procedural geometry you can add.
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Here you go. Try this version. Seems to be working for me.
Sorry about the mega.nz link, jkhub uploader(s) seem(s) to be broken.
EDIT: New full upload on first post in the thread because of jkhub file issue.
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Do these only work on warzone mod? Or can it work on regular jamp etc
Water is part of the warzone engine code.
Smoo likes this -
Recent updates to water and water lighting.
Lancelot, Jolly, DarthDementous and 10 others like this -
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Nah just your typical base JKA kind of textures and shaders. I dunno, maybe fixing the light grid thing will fix this too..
Try this update. I set MAX_MAP_LIGHTGRID to the jka default.
Not sure it will have any effect on the missing shaders. Think I need more info to track that down.
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When I decompile a .BSP file, the texture scaling, rotation & positioning aren't kept and are reset to default values.
I see. I will look into it when I get some time.
Tried this on one of my DF2 maps and I get a warning in-game saying "light grid array mismatch" and I have a few missing textures that appear to have been replaced with caulk.
Think I know what the light grid issue is. I might need to compile a version of wzmap with original lightmap size for basejka.
Missing textures is a bit odd though. Anything special about them or their shaders?
Smoo likes this -
Looking great as always. Are you able to cast shadows from any other light sources besides the sun?
Unfortunately even sun shadows in rend2 are horrible for FPS, specially on anything more complex then a standard map. I usually have them turned off unless I get the urge to see how things look with real shadows.
I have optimized the sun shadows code in warzone for speed, but its still takes around 1/4 of your FPS away (depending on lots of stuff like CPU load, GPU load, GPU and CPU power, etc - for me on this map its about 50-60fps without shadows and about 30ish with them) with all the extra geometry from trees, foliage, etc.
It would be easy enough to add shadows for other lights (in fact I already did most of it), but sadly, the results would be pretty much unplayable. Maybe if I can find some more ways to speed up FPS (I try to keep as close to 60fps as possible on my oldish hardware - nvidia 760), then we can invest the gains into the shadows.
The shadows you see in the screenshots are not actually sun shadows, they are a screen-space-shadow/ssao-ish shader I added as an alternative to real shadows for now.
Smoo likes this -
any chance of better BSP decompiling back to .MAP files?
Not too sure how much is possible. It's been a while since I used it, but from memory it only can't do the shaders, right?
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New download link in the main post.
Mostly bug fixes, also increased some limits, improved speed with multi-threading in a few places, and fixed some bugs.
You can see some screenshots of some of the new stuff added in this post:
https://jkhub.org/topic/7024-warzone-foliage-system/?p=123403
Archangel35757 likes this -
Here's a few quick screenshots of the extension to the procedural geometry stuff I have been working on.
I have changed the old grass system to do 3D model ground cover.
Lighting is now done deferred for speed improvements.
Real lighting also now comes from glow shaders. Visible in the last screenshot on the fallen tree behind the crystal.
Smoo, DarthDementous, Futuza and 1 other like this -
@@UniqueOne - Any updates?
I fixed a few bugs in the q3map2 code a few days ago, but have not done much else with wzmap recently. Been busy working on the mod code.
Archangel35757 and Smoo like this -
Any chance of a version compatible with processors that don't support F16C functions, or will we just have to recompile on our own?
Try this exe. You might still need the other files from the original archive.
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if i remember correct the mission generator in jka was also there but was never finish and was removed from OpenJK from long time ago
but it would be cool to see somthing new like this in some way or maybe a better map format as @@UniqueOne has been talking about before
If only. Unfortunately the capable people in the community are too busy building the top of the sky scraper rather then building from the ground up.
On a more related (to the topic) note, this could be really cool man. Although, I suggest that you should look toward generating terrains with procedural geometry (prefab rocks, trees, buildings, etc) instead of trying to generate rooms. It fits much better with randomization then room type maps do.
Cerez likes this -
I probably should mention that adding basic grass to any map with warzone is as simple as adding material type shortgrass or longgrass to the shader. By default it will use the default basic grass.
If you want to use a different climate type, add a foliage/<mapname>.climateInfo like the following.
[CLIMATE] CLIMATE_TYPE=tropical
The "tropical" above tells it to use the climates/tropical.climate settings file. There are various ones to choose from, or you can make your own with your own. This is how tropical.climate ini file looks. If you don't want the trees stuff, ignore all the tree sections, and just set up the grass images to whatever you want. If you also want trees, set those up as well and use /genfoliage in game to add the trees. Grasses do not require the genfoliage command, they just work.
[GRASS] grassImage0=models/warzone/foliage/grasstropical grassImage1=models/warzone/foliage/grasstropical2 grassImage2=models/warzone/foliage/grasstropical3 seaGrassImage=models/warzone/foliage/seagrass [TREES] // Over-all tree scale multiplier... treeScaleMultiplier=2.0 // Per-tree model filenames... treeModel0=models/warzone/trees/uqpalm2.md3 treeModel1=models/warzone/trees/uqpalm3.md3 treeModel2=models/warzone/trees/giant1.md3 treeModel3=models/warzone/trees/anvilpalm1.md3 treeModel4=models/warzone/trees/willow.md3 treeModel5=models/warzone/trees/willow2.md3 treeModel6=models/warzone/trees/willow3.md3 treeModel7=models/warzone/trees/willow4.md3 treeModel8=models/warzone/trees/manfern.md3 // Per-tree billboard texture filenames... treeBillboardShader0=models/warzone/billboard/uqpalm2 treeBillboardShader1=models/warzone/billboard/uqpalm3 treeBillboardShader2=models/warzone/billboard/giant1 treeBillboardShader3=models/warzone/billboard/anvilpalm1 treeBillboardShader4=models/warzone/billboard/willow treeBillboardShader5=models/warzone/billboard/willow2 treeBillboardShader6=models/warzone/billboard/willow3 treeBillboardShader7=models/warzone/billboard/willow4 treeBillboardShader8=models/warzone/billboard/manfern // Per-tree billboard scales... treeBillboardSize0=128.0 treeBillboardSize1=128.0 treeBillboardSize2=204.0 treeBillboardSize3=168.0 treeBillboardSize4=183.0 treeBillboardSize5=183.0 treeBillboardSize6=203.0 treeBillboardSize7=203.0 treeBillboardSize8=153.0 // Per-tree radius scales... treeRadius0=42.0 treeRadius1=52.0 treeRadius2=72.0 treeRadius3=75.0 treeRadius4=38.0 treeRadius5=38.0 treeRadius6=38.0 treeRadius7=38.0 treeRadius8=72.0 // Per-tree vertical offsets... treeZoffset0=-64.0 treeZoffset1=-64.0 treeZoffset2=-64.0 treeZoffset3=-64.0 treeZoffset4=-64.0 treeZoffset5=-64.0 treeZoffset6=-64.0 treeZoffset7=-64.0 treeZoffset8=-64.0
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I suspect it was a problem with q3map2 not being able to keep all the calculations in its memory properly
If this is the case then it quite possibly might fix the issue. Needs to be tested I guess.
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I wonder if that lightmap compilation issue is fixed?
(The one where if you had a lot of lighting and used complicated things like -samples 3 and low _lightmapscales the whole map would come out borked from a lighting view with odd shaders everywhere)
Hmm. Not sure. If it was something to do with a limit, then possibly.
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@@UniqueOne -- derived it from Vortex's BloodMap enhanced q3map2...
https://github.com/paulvortex/BloodMap
..I think these are some of the numbers:
MAX_MAP_MODELS 4096 (was 1024)
MAX_MAP_BRUSHES 65536 (was 32768)
MAX_MAP_PLANES 2097152 (was 1048576)
MAX_CUST_SURFACEPARMS 1024 (was 64)
Oh, I went way beyond those limits with WzMap.
MAX_MAP_BRUSHES 1048576
MAX_MAP_PLANES 67108864
MAX_MAP_NODES 8388608 (was 262144)
MAX_MAP_BRUSHSIDES 15728640 (was 1048576)
MAX_MAP_LEAFS 8388608 (was 131072)
MAX_MAP_LEAFFACES 8388608 (was 1048576)
MAX_MAP_LEAFBRUSHES 8388608 (was 262144)
MAX_MAP_PORTALS 8388608 (was 131072)
MAX_MAP_DRAW_SURFS 2097152 (was 262144)
MAX_MAP_DRAW_VERTS 67108864 (was 8388608)
MAX_MAP_DRAW_INDEXES 67108864 (was 8388608)
MIN_WORLD_COORD -524288 (was -65536)
MAX_WORLD_COORD 524288 (was 65536)
Really the only limits are in the game itself and game ram usage now. I believe the artists should be the ones to choose how much complexity they want from their work, not arbitrary built-in limitations.
It is possible to generate maps that base game won't be able to load (eg: base game probably will not like maps bigger then -65536 -> 65536. It will probably load them but stuff will not work right). I have pushed it as far as possible and allowed for almost anything to be compiled, mappers will need to find the limits of what their mods or basejka can allow depending on what they are using.
Warzone has been patched to allow for much higher limits, and OpenJK could easy be patched (already pointed out to Xycaleth how he can easy allow for the majority of the new limits).
So, yeah... Get out there and make what you want to make... and watch it compile faster then ever before with the multi-threading I have also added to most of the code ... add trees and extra details (rocks? imperial shuttles here and there? whatever you want...) semi-automatically to save you time and make the maps look better. You control the limits, no longer let them control you... hehe
Stoiss, DarthDementous, Archangel35757 and 2 others like this -
any update on the bloodmap alpha-blending and what that looks like in your warzone mod?
I had a look at the code for it, and honestly have no idea how it is supposed to be used. The code does not seem to match up to the pictures of it shown on the bloodmap site.
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New version uploaded in the main post.
New stuff:
* You can now do procedural addition of geometry to your maps. This is similar to what many new games use to add details (see below for more info).
* Procedural geometry system can use up to 64 models. This could be increased if required.
* Nearly all the really slow parts of the code are now fully multi-threaded.
* Various bug fixes.
Procedural Geometry.
I have extended the old "forest" system used to add trees to maps, to also be usable for any other sorts of models.
There is a now a simple .ini format file that you can create for your map and place with the .map file before you compile to:
* Specify what models to use.
* Specify what scale to use for each model.
* Specify if each model should only be used on low-slope surfaces (you set the max angle in degrees for this object type).
* Specify a buffer zone radius around each model. Other models will not be added within this zone.
* Specify a minimum distance between usage of each model type. No other model the same will be placed within this radius. eg: set it to bigger radius then map and it will only add 1 of that object.
Here is an example config file that I have been using to test the system...
[GRASS] // Only used by warzone mod... grassImage0=models/warzone/foliage/maingrass grassImage1=models/warzone/foliage/maingrass grassImage2=models/warzone/foliage/maingrass seaGrassImage=models/warzone/foliage/seagrass [TREES] // Over-all model scale multiplier... treeScaleMultiplier=1.0 // Per-model filenames... treeModel0=models/map_objects/vjun/vrock2.md3 treeModel1=models/map_objects/vjun/vrock2.md3 treeModel2=models/map_objects/warzone/standingstones2.md3 treeModel3=models/map_objects/rift/crystal_floor.md3 treeModel4=models/map_objects/rift/crystal_floor.md3 treeModel5=models/map_objects/rift/crystal_floor.md3 treeModel6=models/warzone/trees/uqpalm1.md3 treeModel7=models/warzone/trees/uqpalm2.md3 treeModel8=models/warzone/trees/uqpalm3.md3 treeModel9=models/warzone/trees/giant1.md3 treeModel10=models/warzone/trees/anvilpalm1.md3 treeModel11=models/warzone/trees/manfern.md3 treeModel12=models/warzone/trees/willow.md3 treeModel13=models/map_objects/vjun/vbridge.md3 treeModel14=models/warzone/trees/uqbigtree2.md3 treeModel15=models/map_objects/rift/crystal_floor.md3 // Per-model vertical offsets... treeZoffset0=-4.0 treeZoffset1=-2.0 treeZoffset2=-48.0 treeZoffset3=0.0 treeZoffset4=0.0 treeZoffset5=0.0 treeZoffset6=-512.0 treeZoffset7=-128.0 treeZoffset8=-128.0 treeZoffset9=-64.0 treeZoffset10=-64.0 treeZoffset11=-64.0 treeZoffset12=-64.0 treeZoffset13=192.0 treeZoffset14=-64.0 treeZoffset15=0.0 // Per-model scales... treeScale0=1.0 treeScale1=0.5 treeScale2=1.0 treeScale3=1.3 treeScale4=1.0 treeScale5=2.0 treeScale6=5.0 treeScale7=5.0 treeScale8=5.0 treeScale9=4.0 treeScale10=4.0 treeScale11=4.0 treeScale12=4.0 treeScale13=1.0 treeScale14=4.0 treeScale15=1.4 // Per-model maximum slope... treeForcedMaxAngle0=0 treeForcedMaxAngle1=0 treeForcedMaxAngle2=18.0 treeForcedMaxAngle3=0 treeForcedMaxAngle4=0 treeForcedMaxAngle5=0 treeForcedMaxAngle6=0 treeForcedMaxAngle7=0 treeForcedMaxAngle8=0 treeForcedMaxAngle9=0 treeForcedMaxAngle10=0 treeForcedMaxAngle11=0 treeForcedMaxAngle12=0 treeForcedMaxAngle13=18.0 treeForcedMaxAngle14=0 treeForcedMaxAngle15=0 // Per-model buffer ranges... treeForcedBufferDistance0=0.0 treeForcedBufferDistance1=0.0 treeForcedBufferDistance2=256.0 treeForcedBufferDistance3=0.0 treeForcedBufferDistance4=0.0 treeForcedBufferDistance5=0.0 treeForcedBufferDistance6=0.0 treeForcedBufferDistance7=0.0 treeForcedBufferDistance8=0.0 treeForcedBufferDistance9=0.0 treeForcedBufferDistance10=0.0 treeForcedBufferDistance11=0.0 treeForcedBufferDistance12=0.0 treeForcedBufferDistance13=512.0 treeForcedBufferDistance14=0.0 treeForcedBufferDistance15=0.0 // Per-model distance from same type ranges... treeForcedDistanceFromSame0=0.0 treeForcedDistanceFromSame1=0.0 treeForcedDistanceFromSame2=8192.0 treeForcedDistanceFromSame3=0.0 treeForcedDistanceFromSame4=0.0 treeForcedDistanceFromSame5=0.0 treeForcedDistanceFromSame6=0.0 treeForcedDistanceFromSame7=0.0 treeForcedDistanceFromSame8=0.0 treeForcedDistanceFromSame9=0.0 treeForcedDistanceFromSame10=0.0 treeForcedDistanceFromSame11=0.0 treeForcedDistanceFromSame12=0.0 treeForcedDistanceFromSame13=8192.0 treeForcedDistanceFromSame14=0.0 treeForcedDistanceFromSame15=0.0
... and here's a few screenshots of how a map looks with added randomized models.
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Version updated in the main post.
WzMap - The Enhanced Q3MAP2 alternative.
in Star Wars: Warzone
Posted
Full new upload in the first post. Also put a few checks into the code you crashed on. Hopefully it will help.