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mrwonko

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Posts posted by mrwonko

  1. 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.

    bigphil2695 likes this
  2. 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.

    bigphil2695 likes this
  3. If you check the readme of the lightsaber mod, it says

    Quote

    I have changed a code of two libraries - cgamex86.dll and uix86.dll, using OJP code

    And JA Unlimited's readme has a section called "Is this mod compatible with other mods?" which contains

    Quote

    Unfortunately, any mod that alters the .dll files - including mods like JA+ and OJP - will most likely override this mod, and so the functionality will be lost.

    So these mods are fundamentally incompatible. A programmer would have to merge the source code of both to create a new, combined mod, but I don't think the source code of either mod is available online. You'd have to contact the creator of JA Unlimited and hope they still have the code 15 years later, and re-create the rgb saber mod by taking the relevant bits of OJP.

  4. Quote

     If the file's not listed there, I never had it.

    So it turns out that's not quite true. If the file is not listed in the torrent, I didn't download it as part of my jk3files scraping. However, there are still some mods I downloaded separately, just to play them. Looks like Expedition 1.05 is one of those, I found an 11-year-old file on my hard drive. I've uploaded it to my website, the download link on the page you posted should no longer be dead.

     

    --edit--

    On closer inspection, while the readme of that file does contain "File Version: 1.05", its filename is "expedition1.06_readme.txt". Chances are this is a WIP release I received at some point? The full 1.06 release correctly says "File Version: 1.06"

    Circa likes this
  5. No, this was never available on my mirror, when I remove files (on request), I remove the file page as well. The IDs of removed files can be viewed in the config: jk3files-mirror/config.py at master · mrwonko/jk3files-mirror (github.com)

    When I scraped jk3files, crawling the file page for metadata and downloading the file itself were two separate steps, which could fail independently. It was a random dice roll whether a request for a recent file would hit an up-to-date server instance, so my script would retry a couple of times, then give up. Maybe this was one of the newer files I failed to download, or it had already been removed from jk3files for some reason?

    You could check the torrent, that's the most complete version of my archive: http://mrwonko.de/jk3files.torrent If the file's not listed there, I never had it.

    Zelanter likes this
  6. Sounds like Jedi Academy Enhanced might have added support for progressive jpeg textures, which are originally unsupported and lead to that error message. You then installed a mod that uses them (maybe Jedi Academy Enhanced ships with progressive jpegs? That would be a little mad...) and this makes it incompatible with the original game. Try removing mods until you find the offender.

  7. You can compare the glm saber models for Jedi Academy and Jedi Outcast sabers using the ModView tool. At first glance, I can see that Jedi Outcast appears to use a tag called "*flash" to define where the blade starts, while Jedi Academy uses "*blade1", presumably due to the added support for multi-bladed sabers. So you'll have to edit the model to rename the tag, which can be done using the Blender Plugin or a hex-editor (making sure to replace instead of insert so the overall file length stays the same).

    The other issue is that Jedi Outcast does not have customisable sabers. That either needs to be programmed in (which needs to be done inside the VR port), or you can replace the default saber by giving the new one the same name. If you go the latter route, you should provide one PK3 file per saber, and then the player has to choose only one of them.

  8. It's an animation used exclusively for that purpose, right? Then you could change the animation, e.g. by replacing it with a different existing one by editing models/players/_humanoid/animation.cfg, or by modifying the animation from the _humanoid.gla itself e.g. in Blender. The relevant animations should be BOTH_STAND1TO2 and BOTH_STAND2TO1.

    TammyBrown likes this
  9. You could probably use vertex alpha for the fade, which you can control using alpha volumes. The principle is similar to (one method for) blending textures on terrain. I was going to point you towards SimonOC, but the website seems to be down. Somebody else can probably provide more details.

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