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ladiszlai

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Everything posted by ladiszlai

  1. I know this, but I want to hide the models only in the 2d view, because I need to build some brushes to the model.
  2. Is it possible to hide my model only in the 2d view ? Because I cannot see my brushes in the 2d view due to the lot of red lines.
  3. I solved the issue: I converted my md3 model to ase and now the q3map2 doesn't crash.
  4. There is no leak...
  5. Radiant have problems with .md3 model because as I said if I remove them it will build the map without crash.
  6. I did, but it doesn't fix it. Any ideas ?
  7. Thanks all, I checked my entities and they fits well on my map. I think it has some problem with the custom md3 models because I have three model on my map and if I remove two then the radiant converts it without crash.
  8. Hi all, When I try to build my map in Gtkradiant with my custom .md3 models it gives me a q3map2 crash: --- LoadMapFile --- Loading D:/Star Wars JA/map/tzra.map entering D:/Star Wars JA/map/tzra.map Entity 0, Brush 1: duplicate plane 2 total world brushes 0 detail brushes 0 patches 4 boxbevels 0 edgebevels 5 entities 32 planes 0 areaportals Size: -624, -808, 40 to -280, -459, 417 --- ProcessDecals --- 0 decal projectors --- CreateMapFogs --- 0 fogs ############### model 0 ############### block size = { 1024 1024 1024 } BSP bounds: { -624.000000 -808.144348 40.000000 } { -280.000000 -459.316559 416.618561 } Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 } --- PatchMapDrawSurfs --- --- FaceBSP --- 12 faces 13 leafs --- MakeTreePortals --- 0 tiny portals 0 bad portals --- FilterStructuralBrushesIntoTree --- 2 structural brushes 2 cluster references --- FloodEntities --- Entity 1, Brush 0: Entity leaked 12 flooded leafs entity reached from outside -- no filling --- LeakFile --- 2 point linefile MAP LEAKED --- CullSides --- 0 hidden faces culled 0 coincident faces culled --- ClipSidesIntoTree --- --- NumberClusters --- 11 visclusters 29 visportals 39 solidfaces --- FloodAreas --- 1 areas --- AddTriangleModels --- Connection closed. Someone can help me ?
  9. It was something wrong with the normals, I just used "remove doubles" on my mesh.
  10. I solved: I had a corrupted mesh in my model which caused the error.
  11. Because I want to make a mod for Jedi academy not for OpenJK (Also it puts a lot of files to my GameData folder) But I don't have mesh which more than 1000 vertex, so it shouldn't be the problem.
  12. Ty, but I don't want to use OpenJK, I need a way to fix this issue for the game.
  13. Thanks and how did they fixed it ?
  14. I made a new playermodel and When I spawn this model as npc and when I try to attack him the game give me a crash: "Run out of transform space for ghoul2 Models. Adjust MiniHeapSize in SV_Spawn Server" What can be the problem ? I have 24 mesh in this model (body parts) and 7989 verticles (around 400-900 verticles per mesh)
  15. The simplest way is add the "ambient" key to your worldspawn entity.
  16. Thank you, that was the problem.
  17. I uploaded the model (includes .sab and .shader): http://www.mediafire.com/download/buk5jl9mg9m640n/customweapon.zip (don't ask what is this model lol) you can see in multiplayer the model is glowing but in singe player it isn't.
  18. It is enabled, maybe I need to write an another shader for single player ? Or is it should work for both MP and SP ?
  19. No, My details are in "very high"
  20. Greetings everybody, I created a glowing shader for my weapon model, but this only works in Multiplayer (in SP the texture doesn't glowing), somebody know why ? Here is my shader: models/weapons2/customweapon/customweapon { { map models/weapons2/customweapon/customweapon blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/customweapon/customweapon_glow blendFunc GL_ONE GL_ONE rgbGen identity detail glow } }
  21. Yes I am sure, but I fixed it now with this way: I removed the line from your py script (JAG2GLM.py) which make this error, then the blender exported my model. I tried this model ingame and it is working I changed this: if not vectorsAlmostEqual(uv, UVs[vertexIndex]): # better be the same then return False, "UV seam found! Split meshes at UV seams." to this: if not vectorsAlmostEqual(uv, UVs[vertexIndex]): # better be the same then UVs[vertexIndex] = uv
  22. Thank you for the answer Mrwonko, I checked my UVs in the model with the Test grid texture and it already had cuts, so I don't need to cut anything but the the blender give me the error: "Cannot load surface *Object* (LOD 0) from Blender: UV Seam found! Split meshes at UV seams." It is only works when I split all of my edges. Have you got idea ?
  23. So what is the new way ?
  24. https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/ this include the manual
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