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bigphil2695

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Posts posted by bigphil2695

  1. 10 hours ago, mrwonko said:

    You must be using an outdated version of the exporter, I get the following error:

    Furthermore:

    After I fix those two issues, in-game I get the much more reasonable error

    Though it sadly does not tell us which surface.

    Grab the latest version at https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly and see if that gives you clearer error messages. Let me know if anything is unclear.

    So after some experimenting on my own I think it's the head with too many faces. I'll try the new exporter and see what I can do. Thank you!

  2. 4 minutes ago, mrwonko said:

    That's 1.8 billion, not 18 million.

    With that out of the way, it looks like the exporter crashed halfway through exporting the model (hence the error message), and now the game can't load the half-written file. Based on just that error message, I can't tell exactly what's wrong with the model, but some number appears to be too large. Please share the .blend file so I can reproduce this locally.

    Thanks, it's probably something to do with the Bandana or tail since it exports just fine without those

     

    https://www.dropbox.com/s/40fy8s6u7ixpzo6/gohanchild.blend?dl=0

    I'll say, the model's not quite done yet, I just wanted to see what he'd look like with the tail in game. There's more to do if you're looking at this and thinking it sucks lol

  3. So my model allegedly has 18 million triangles on a single surface, which I can demonstrate with the wire frame is not true. What could be causing this error? I'll keep looking into it, but I cannot find the issue anywhere. I'm willing to send the model if need be.

     

    image.png.7b613e3630c2bb9a7afd38b1bb06ef40.png

     

    image.png.6ce105e5b9a7b0329436f3162e5f4f07.png

     

    image.png.4764537c67e7766b7ceb3bb0cf2f4733.png

  4. 7 hours ago, AshuraDX said:

    https://drive.google.com/file/d/13yBM74qAsU_o58YCRp-r9RUNjriw_doa/view?usp=sharing

    This is a zip archive containing the script and its current output files in json format.

    Currently this works by dropping it into your base folder and running it. The script will poop out three files:

    1. base_tree.json - A json file that lists all pk3 archives and their included files with all details relevant for this script like the pk3 they're in, the date they were last changed, filesize and md5sum
    2. duplicates_by_name.json - Files grouped by identical name/path. Lists all filenames that occur atleast twice alongside additional details
    3. duplicates_by_hash.json - Groups files by md5sum and lists all files that have the same content, regardless of name.

    There is no GUI, no automatic resolvation of duplicates or anything yet. But you could use this to find duplicate files and manually remove obsolete duplicates to reduce the overall number of files used.

    Thank you very much. I'm no coder, but I'll see what use this will be.

  5. 13 hours ago, AshuraDX said:

    I have an unfinished project that was designed to identify duplicate files across pk3 archives and later down the road produce optimized packages.

    If you know anything about python I could share the half finished scripts

    My knowledge is very limited, but I have tweaked blender plugins with Python before. Mind if I take a look?

  6. 1 hour ago, mrwonko said:

    This is an issue I do not want to reproduce, installing that many mods sounds like too much of a hassle.

    I read some of the related code to see if I could figure out what might theoretically be the issue. Your screenshot looks like SP to me, so I checked the SP code, but it should work the same in MP.

    The first thing that jumped out is MAX_SHADER_FILES = 4096. You should be able to check if that's the limit you run into by adding a Com_Printf log like so

    	if ( numShaderFiles > MAX_SHADER_FILES ) {
    		Com_Printf("Too many shader files (%d > %d)", numShaderFiles, MAX_SHADER_FILES);
    		numShaderFiles = MAX_SHADER_FILES;
    	}

    at the limit check in ScanAndLoadShaderFiles. But I suspect it's currently impossible to run into that, because you probably run into the MAX_FOUND_FILES limit first, which is also 4096. A message about that could go before the return in the limit check in FS_AddFileToList:

    	if ( nfiles == MAX_FOUND_FILES - 1 ) {
    		Com_Printf("MAX_FOUND_FILES (%d) exceeded, ignoring file %s", MAX_FOUND_FILES, name);
    		return nfiles;
    	}

    If those are indeed the limits you're hitting, I would recommend you keep doubling both of them until it works. Don't immediately set them to something super large, as increasing the limits will increase the amount of RAM needed, and you only have so much of that.

    Also be aware that a single broken shader file can break other files as well, which can also cause the kind of issue you're experiencing. When that happens, the broken mod needs to be removed or fixed.

    Will try this

  7. So I've encountered an issue with my own greed. I REALLY want to have all tons of maps in my game, but as I add them, the shaders start to break down. Is there a way to fix this? Should I just start deleting maps? Is there some way to optimize the game/mess with OpenJk to increase the number of shaders?

     

    image.png.3242ed331afc7d945fb8dd0cdb08ee92.png

     

  8. So I got the sabers working fine enough, could possibly fix the clipping, but I don't care that much. But now there's a weird hole in this Vegeta model. The unarmored one is fine, but this one has some weird shit going on

     

    image.png.612fd6787305c7864f9aebd1013e1cee.png

     

    What's odd is that I didn't really even alter the torso model. Only the arms and legs. Very strange.

     

     

    Nevermind, it's just the normals were out of wack for a bit. Nothing too hard

  9. 35 minutes ago, AshuraDX said:

    This model, and likely the others too, are missing surfaces named r_hand and l_hand.

    For some reason this prevents sabers from spawning their blades in Singleplayer.

    To work correctly a player model should always have the following surfaces in this hierarchy:

    hips
    	torso
    		head
    		l_arm
    			l_hand
    		r_arm
    			r_leg
    	l_leg
    	r_leg

    This vegeta model is a complete mess - it has none of those

    jkD2C8x.png

    This model is completely messed up and needs rebuilding.

    So open it in blender, split it into the appropiate parts with the exact names, fix the hierarchy and reexport to .glm

    any surfaces besides the listed ones should be named with suffixes to the parent surface.

    So if you have a belt that wraps around the characters hips as an additional surface, that should be named "hips_belt"

    Really helpful thank you! I did notice this model was put together strangely. Had no idea that was the issue. Will go through all the other models and apply this technique

  10. I've been trying to edit a preexisting model so it can use sabers, but to my dismay I've been incapable of making it work. I've been messing with the *r_hand tag in Blender for ages now, and still nothing works. I've moved it all over the hand model thinking it was placed wrong, but to no avail. This is a recurring issue I've noticed in dozens of models in my time modding this game. I've managed to fix it for a few models through complex troubleshooting, but fact is, I can't consistently make it work. 

     

    Here I have some examples. I did not port them myself and downloaded all of them from various places, including Filefront, so these have been uploaded broken for years now.

    image.png.ef4959570c7d021995d19e86016e2c95.png

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