ladiszlai
-
Posts
63 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by ladiszlai
-
-
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.
-
I solved the issue: I converted my md3 model to ase and now the q3map2 doesn't crash.
ChalklYne likes this -
*Unelegant, nasty, does not actually fix the issue at hand.
*Does not actually fix the issue at hand.
*Sometimes, it won't even fix map leaks for some strange, arcane reason.
*Did I mention it is not elegant? Cleanliness goes in hand with everything. Do the job right, or not at all.
*Depending on map draw distance, effects, textures, fps optimizations, etc - Performance can be pretty good, or absolutely crap. Even a good PC will have issues with poor optimizations.
--Brush cleanup is suggested. And or looking for the leak.
There is no leak...
-
Radiant have problems with .md3 model because as I said if I remove them it will build the map without crash.
-
Make a giant skybox that sorrounds your map, hollow it out and bam, leak fixed.
I did, but it doesn't fix it.
Any ideas ?
-
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.
-
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 ?
-
Care to share some more detail on how it was corrupt so others can avoid it?
It was something wrong with the normals, I just used "remove doubles" on my mesh.
-
I solved: I had a corrupted mesh in my model which caused the error.
-
Why not? It's essentially a patched version of Jedi Academy.
But if you really don't want to use it, the only way to fix that problem is to cut down the vertex number of the model, or of both the playermodel and the weapon it's using.
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.
-
Ty, but I don't want to use OpenJK, I need a way to fix this issue for the game.
-
This is an issue with Jedi academy single player. It's fixed in the OpenJK project.
Thanks and how did they fixed it ?
-
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)
-
The simplest way is add the "ambient" key to your worldspawn entity.
Asgarath83 likes this -
Have you tried enabling r_dynamicglow in SP?
Thank you, that was the problem.
-
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.
-
There's a setting called "detailed shaders" which mrwonko is referring to. It'll be under advanced settings. Make sure this is enabled.
It is enabled, maybe I need to write an another shader for single player ? Or is it should work for both MP and SP ?
-
Maybe you disabled details in SP?
No, My details are in "very high"
-
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 } }
-
Are you sure there are already cuts in the geometry where there are cuts in the texture? Select an adjacent face and move it to see if there is indeed a cut.
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
-
You do have to create splits, nothing changed if you're using my Blender plugins. It sucks, but it's that way.
What you don't need to do is separate every single triangle, which I assume is what you did leading to that explosion in vertex count. Don't do that. Only create cuts where necessary - in places where the texture has cuts. You can use a UV Test Grid texture to see the cuts in the 3d view.
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 ?
-
I can assure you that you do not have to create any splits if you don't want to. It's the old way of creating smoothing groups for an old engine.
So what is the new way ?
-
Which manual?
I can assure you that you do not have to create any splits if you don't want to. It's the old way of creating smoothing groups for an old engine.
https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
this include the manual
-
Now I've got a problem:
I read from the manual that I need to split the edges:
UV coordinates are per-vertex, meaning that any single vertex can onlyhave one UV coordinate.This necessitates splitting the mesh at UV seams,which can for example be achieved by also marking seams as "sharp" andusing the "Edge Split" modifier to split at those sharp edges.but if I split the edges, my verticles change 200 to 1500 and it exceeds the limit
[Question] Hide models in 2d view
in Modding Assistance
Posted
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.