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Cor

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Everything posted by Cor

  1. Hello all, I've just finished a video that uses parts of dozens of mods and I'd like to properly credit all authors. I've now compiled a list of all of them but there are 6 mods which remain nameless. No readmes, and found nothing on mrwonko, jkhub, rpmod, modd or gamefront. Can anyone help me identify any of these? 1. Downloaded as "w_ship.pk3". Wampa's claw map. It states on RPMod that the map was uploaded by aayla, but the uploader isn't always the creator. 2. Downloaded as "Corran Horn (Pilot).pk3" 3. Downloaded as "Dazur Dar.pk3" 4. Downloaded as "Rebel Smuggler.pk3" 5. Downloaded as "Twi'lek (Battlefront).pk3" 6. Downloaded as "Blue X-Wing.pk3 I've downloaded these over the years and honestly speaking didn't write down the links as I went along. So even though I downloaded them from somewhere, I can't find out where from now. Thank you all!
  2. Thank you! I will most probably include it in the way you suggest. I don't suppose I should include Disney as well now? As for the mod creators, I do plan on making a list of all mod authors. The video uses parts of about 60 mods. Unfortunately I do believe I downloaded some with anonymous authors on a few websites. After all these years some creators are forgotten I guess.
  3. Hi, I see on every file uploaded here to the Downloads section, there is this section at the bottom: THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS. I'm making a video filmed in Jedi Academy and I'd like to clearly point out who owns the assets used and featured in the video. Did you take this phrasing from any official source, as a way to properly credit the authors/copyright holders? I know the phrasing "No copyright infringement" is useless if you're trying to avoid copyright strikes. My intention is not so much combatting Youtube's rules or protecting myself from legal issues as I'm not worried about that. I'm just trying to be fair and professional in my credits, as much as a fan-fic sw video on Youtube can be. I was also thinking of including the company logos at the bottom of the credits, but that might give the impression that it's licensed by those companies somehow? Thank you for your help.
  4. Hello, I've recorded a demo in a custom map, "W Ship" by aayla (downloaded from this page https://rpmod.jediholo.net/gameasset/view/name/w-ship ). Around the ship there is a custom hyperspace effect when pressing a button in the cockpit. I've recorded my demo with the hyperspace effect activated but when viewing the demo in JAMME, everything is as it should be except the hyperspace effect is not to be seen, instead you see the stars box around the ship, which is the normal view when hyperspace is not activated. However, if I go into jamp and watch the demo, the hyperspace effect is visible there. I've tried changing quite a few settings in jamme but the result is always the same. This is the hyperspace effect around the ship: Here it is in video: The hyperspace effect in the map is actually a func_usable, here is the information related to it as viewed in a lugormod server: A .shader file comes in the .pk3 of the custom map. Looking at it, there are a few lines related to the hyperspace model. Here they are: In the textures folder of the .pk3, there are two .jpg files for the hyperspace effect. I'm not posting them here because I don't think this will help though. They are normal .jpg files from what I can see. So, any ideas? I realize this is a custom map but I thought someone might have come across a problem of this type before so I'm crossing my fingers now. Thank you!
  5. I'd like to give an update on this. Even though I don't see any logical reason for it, setting r_dynamicglow 1 (instead of 0) allows demolist to capture more projects, around 6 or 7 before the error pops up (instead of 2). I've captured around 800 projects in jamme now, and this is the only setting that made a difference for this issue. My last 70 projects were now captured with r_dynamicglow 1 and it has captured 6 or 7 every time before the error pops up. I'm conscious I seem to be alone with this problem but perhaps this will shed some light on it for you ent, or anyone else.
  6. Hey, If you had any insight on that last problem I've described, I'd really appreciate it. I've changed motherboard/processor/ram/ssd in my computer since then, and it's still occurring every time I run a demolist. I've changed the installation path of jedi academy from the program files to Documents, I tried pretty much all variations of settings in the demolist batch file, but no change. If you don't have that problem, I MUST be doing something wrong, but I can't find what it is. Thanks again.
  7. It will capture fine all project files that I've set. I've captured from 5 to 30 seconds clips (haven't tried longer clips) and it does work fine on default maps. But still, it will ONLY and ALWAYS capture 2 projects from the demolist at a time, then have the same error. I don't know if that's any use, but here's my current jampconfig: And here is my ffmpeg log:
  8. My bad, I tried to set mov_smoothquat to 100 and the stuttering was the same, but setting it to 1000 does fix it. Thanks!
  9. Hi again, I'm encountering a new problem with off-screen demolist capturing. The demolist that I set, no matter what project files it runs and what demos, will not capture more than 2 projects at a time. After the second, it crashes and the jamp window appears telling me about the error, which I can't decipher. I've copied the text of the jamp window: The problem is recurring and also a note that might be of interest: this error will appear even if my demolist ONLY has 2 projects to run. It will capture both, then this window will pop up. I've tried changing workmegs from 128 to 512 but that didn't work (I don't even know what that does though). Could it be something in my jampconfig?
  10. Thanks for further explaining DOF, I got it right now and that manual fix is working good. About the issue of smoothquat, I used the wrong word before when I typed "screen tearing". Actually, the movement is stuttering, heavily. Let me clarify that as well, the camera is not actually moving, it's the angles that change. The effect is less noticeable between 2 keypoints if they're close to each other. Watch this first example (key points at 8:00, 10:00, 14:00, 16:00, the movement gets less smooth between 10 and 14): If you can't really see the issue there, it gets a lot worse if keypoints are far apart, watch this (here, only 2 kepoints, at 8:00 and 16:00): In these 2 examples, I have smoothangles at 1 (quaternion I think it is) And I would absolutely love to learn about the tricky way you are talking about for keypoints, anything that can help me make a better video.
  11. Thank for the advice, I might do that. I have an 8 years old CPU, but I'm upgrading at the end of this month.
  12. Thanks, that clears all that up! As for 4k, I've just tested capturing with it and watched it on both a 1080p screen and a 4k screen (my tv) and I have to say the difference is noticeable. I particularly like the smoothness of the edges (players or objects). But capturing a 4k clip at 60fps with blurframes 32 did take several minutes, a pretty long time. I wonder if I can really take all that rendering time for the whole video. I've tried cpuSSE2 but the capturing actually took longer. Is there any other cvar that I can change to help speed up the process? Is workmegs related to that? (I'm of course capturing in pipe) Edit: I've just timed capturing a 4k 60fps 1 second clip with blurframes 32, it took 2 minutes 10 seconds.
  13. So if I understand that dof image correctly, x is time and y is the focus point? Also, that means the manual fix is the only way to do it right now, so my own manual fix in the second video is how you would do it yourself? As for the camera, I tried quaternion interpolation with smoothquat and I can see that the rotation itself gets smoother, but I get very noticeable screen tearing with mov_smoothquat enabled (any value). I've noticed that the tearing is lessened the more keypoints I have. For example if I have clip with a constant movement for 8 seconds with keypoints at 8 and 10 seconds, then 14 and 16 seconds, there is suddenly much more tearing between 10 and 14 seconds. With only two keypoints at 8 and 16 seconds, the tearing is so important that it's unwatchable. Why does that happen? It makes me not want to use it at all because I know there's always gonna be some tearing artifacts in the image even if I put a lot of keypoints. Thanks a lot, I'm getting a much better grasp of how the different interpolations work and which to use when.
  14. Stupid question: how do you embed a youtube video in a post here? 

    1. Circa

      Circa

      It's temporarily disabled until we fix a couple thing with embeds. Post it as a link and it may end up embedding on it's own later on.

  15. Hi, As the title says, I'm having multiple issues with jamme but I have a feeling the origin of the issues is the same. Let me start with DOF. Let's say I want the dof focus point to be on something for a few seconds, then quickly (about 0.5 secs) switch focus to something else. I place a dof keypoint with the focus point on the first object, then I place a second dof keypoint 2 seconds later with the same focus point, and then a third dof keypoint 0.5 secs after the second keypoint with focus on the second object. You'd think the focus would stay on the first object for 2 seconds then make a quick transition to the second object in those last 0.5 seconds. But instead it makes a weird movement in between the first 2 keypoints, it starts to move in the opposite direction, before reaching the second keypoint and then changing focus to the last keypoint. This is test footage to showcase my problem. In this example I have the first keypoint at 1:10.00 with focus on the cup, second keypoint at 1:12.000 with focus on the cup (so it shouldn't have moved at all) and the third keypoint at 1:12.500 with dof focus on the player in the back. Watch what happens: I can sort of fix this by placing a ton of keypoints in between the first 2 keypoints, all with the same focus point. For example another one at 1:11.000, then 1:11.500, then 1:11.750 and then 1:11.875. This is the result: With this fix, the issue can't be noticed in the final render. But this solution isn't perfect. Is there a way to truly fix this? Now onto the camera movements. It's a similar issue. In the next footage, I'd like the camera to pan down to the planet in 8 seconds. At first I simply placed a keypoint at 8 seconds with a view on space, then another at 16 seconds with view on the planet. This makes a pretty smooth pan down on the planet. But I thought it would look better if it started the movement slower, then accelerated a bit, then slowed down a bit for the end. So I placed keypoints at 0:08.000, 0:10.000, 0:14.000 and 0:16.000, making sure I get a slower pan between 8 and 10 seconds, and 14 and 16 seconds. The result is a weird movement, it starts too slow then quickly pans down and the camera also breaks a little during its run: This problem can be much more accentuated for more complex camera movements. In this last example, the camera doesn't actually move, it simply pans, but it will also occur with camera movements. The next example is exactly the same issue as the dof one. Let's say I place a keypoint at 8 and 16 seconds, but I want to place a third keypoint at 30 seconds with the exact same position as the 16 seconds keypoint. The result is that the camera strangely moves between the last 2 keypoints to end up in the third keypoint. Of course I can delete this problem by deleting the third keypoint, the camera will simply stay put. But I might want a third keypoint because I want the camera to stay in place for 14 seconds before moving again for example (the result is the same if I place a keypoint at 0:00.000 with the same position as the 8 seconds keypoint). Anyway, watch this example: It's as if, with dof and camera, if 2 keypoints seperated in time are the same, jamme just wants to keep moving between those two. I get similar results with fov too. Any way to fix this? Thank you so much.
  16. Hello, After a lot of testing with demolist there are some things I'm still unsure about. I'll divide my post into 3 questions: 1. /demolist in-game How does /demolist decide to capture either in avi, or in pipe? I'm asking because at some point it was capturing in avi, and then later, I can't remember what I've changed, it captured in pipe and stayed that way. Let me explain furthermore what I've tried. When I run a fresh jampconfig and first change the few cvars that I want, and then run a /demolist, the video capture doesn't work, instead it captures dozens of png files. But if I go back to jamme (same jampconfig), go into a demo and manually capture with /capture pipe 60 projectname, the capture works that time, and THEN, if I go back to jamme again (same jampconfig) and run the same demolist, from this point on the demolist will work, capturing in pipe unless I delete my jampconfig again. What changed in the permanent settings of jamme for this to happen? 2. demolist off-screen Here is my batch file for off-screen demolist capturing: I based it on the one in the demolist tutorial. All these settings are usually set at "0" in my jampconfig. But as @ent mentions in the tutorial, either renderwidth, renderheight or r_multisample has to be above "0" for the demolist to work. Although, if I run this batch file, let the demolist finish, and then try to run jamme myself (with start_jamme), that won't work because the window will be still be a miniature black window just like the demolist capture. I have to go into jampconfig and set back the settings to 0. I previously had a batch file that had values for r_multisample, r_multisamplenvidia and r_anisotropy, and I also had to set those back to 0 in jampconfig for jamme to run after running the demolist. Is there a way that demolist won't screw with my jampconfig? And also, are my captures gonna result in a lower-quality image because I have these other graphical settings set to 0? Finally, what is r_picmip? 3. Capture resolution? What jamme setting actually sets the CAPTURE resolution, as in the resolution of the video file it will result in? Is that r_customwidth and r_customheight in the jampconfig (of mme folder)? If that is so, what is mme_renderwidth and mme_renderheight? If I have a 1080p resolution in r_customwidth and r_customheight and a 720p resolution in mme_renderwidth and mme_renderheight, what resolution will it capture in? As a side-question, would you recommend capturing 4k in jamme? I'm going for a film look in the video I'm making by the way. Thanks a ton for reading/replying to this, and sorry for the long post, I'm a bit confused by some of the settings I suppose!
  17. It will make the image smoother and should improve overall image quality. This is an example of what it does when using nvidia: https://www.geforce.com/hardware/technology/dsr/technology
  18. This is for a lugormod server, and in lugormod the gametype is FFA. Also, this would be for use on a real lugormod server so basically I want a stable bot for FFA that either has melee, or doesn't attack. So that wouldn't work for me. Thx for the answer though
  19. Hi, I've made a custom bot for my server. The bots.cfg and personnality file are working fine, but I'm desperately trying to equip the bot with melee. I want the bot to always spawn equipped with melee and never change weapon afterward. I want it to be automatic as well for every map in the rotation. Is there any way to do that? *The best thing would actually to have him with melee and NEVER attack anyone. Is that possible? Or even with lightsaber equipped? *This is a lugormod server I've tried: - running a cfg file that /strips the bot. It works when it first connects to the server, but then it wears off once he's killed and respawned. I also don't really want him stripped. -forceinfo 1-2-000000000000000000 . That way it doesn't spawn with lightsaber, but with blaster pistol. -in lugormod there is a way to make it so that any player/bot spawns with invincible on. If I use it with the /strip method, at least he won't die and stay stripped, but again, that's not what I'm actually looking for. -a bunch of random settings in bots.cfg and personnality file to see if I'd guess it Thanks very much for any help you can give me. *For anyone wondering, I want it that way because I want the bot running around and being killable, but not being a nuisance to players around.
  20. Nice pics! Every image makes you want to be there in the action.
  21. Good one. I did not expect the ending!
  22. FAN-TASTIC SIR.
  23. Looks good, I like the frog animations that you currently have.
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