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ladiszlai

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Posts posted by ladiszlai

  1. *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...

  2. 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 ? 

  3. 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.

  4. 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)

  5. 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 ?

  6. 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
        }
    	
    }
    
  7. 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
    
  8. 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 ?

  9. 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

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