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Vegeta

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Everything posted by Vegeta

  1. Well, I've tried so many things now, but nothing I do seems to work. I get the feeling that if I let the game load the .bsp for several hours that it will work, but even if that did work, it definitely wouldn't be an option. I think that I know what's causing the problem, but I don't see a fix to it. I made a huge area of terrain out of simple patch meshes, as patch terrain looks far more natural than brush terrain. Each simple patch mesh contains only 1, 4, 8, 16, or 64 squares, so they are all relatively simple patches, however there are thousands of them ( I think somewhere under 10,000 patches in total ). Anyone have any more ideas? I'm at a complete stop right now, so anything would help a lot.
  2. What exactly is a "-lomem switch"? I actually saw something about that when I first looked up a solution to the problem, but I don't know what it is or how to use it. I figured out what the lowmem option is, and used it in the map compilation. There were no errors during the compilation process, but the map still won't load in game.
  3. I tried to recompile it again right after I posted the topic, and I still have the log. and this is the error that stopped it ************ ERROR ************safe_malloc failed on allocation of 588251136 bytes
  4. I haven't posted in a while, because my mapping has been going very well, until now... After creating a very large map, and successfully compiling it, I attempted to load the map in game, and after an hour of loading the .bsp, I realized that something was wrong. It gave me no errors during compilation, or when loading it in game. It just didn't load... I attempted to recompile it to see if anything was wrong with the .bsp, and I got this error stating that it took too much memory to perform a compile function. I don't remember the exact number of bytes, but I think it was like 2.9 GB... My PC only has 2.00 GB of RAM, so I'm not sure if that's what affected the .bsp in the first compilation, or what... Anyways, any help would be appreciated.
  5. So, I was compiling a .map into a .bsp like I usually would, and it compiled all day, but when it was all done, I checked and instead of a bsp I got a .51F1E576 file. It's labled as, geo2.bsp.51F1E576. I searched up "51F1E576" on both Google and Bing, and both came up with zero results, so if this has happened to anyone before, or if anyone knows anything about the error, it would be really helpful if I could get some information. Here's what was in the compiler log
  6. I haven't even been able to open the Jedi Academy source code, ever since I switched to Mod Base source code. The reason why I switched in the first place was because of compiling issues, but now I can't even figure out how to open it for edit, let alone compile it. I seriously need some basic help getting started...
  7. Unless I'm doing it wrong, that still didn't work. Maybe it really is impossible to increase the ranges of those effect types.
  8. The sound, flash, and camerashake all work, however they all get cut off at a very short range.
  9. Ok, that's unfortunate, does the same apply to Flash and CameraShake effects?
  10. Oh... so you're stuck with the default sound range, no matter what then?
  11. I made an effect in a .efx file, but I can't increase the range of the sound effect for it. I tried setting the cullrange to 8000, but that didn't work, so I set both the radius and the height to 8000 and that didn't work. Is there a way to make the sound global, or increase the range of it to cover the full map?
  12. I'm trying to make a hologram that works in exactly the same way that the holographic dancer in SJC's Coruscant Adventure map functions. I understand that SJC's hologram is a shader animating .png images. I also figured out that he stretches the proportions of the .png girl to double the normal height, so that the patch that the shader is on can be half of that height. When I create several .png images (even with the same proportions) and create a shader using the exact same methods as SJC's, it doesn't work. The hologram is always the same size as its .png, no matter how large the patch is, and overlaps other gfx. Please help me... :wacko:
  13. Well, currently I have the video in a few different formats: .avi, .wmv, .mp4, .mpeg. I have a converter that is able to convert nearly any video format to nearly any other, so if there is a way to convert a specific video format into an uncompressed .avi, most likely I will be able to convert the video to the specified format, and then into the uncompressed .avi.
  14. I made a video for my mod, and can export it in any format, however it needs to be an uncompressed .avi in order to be imported into the Quake Video Maker. Does anyone know how to convert any video format into an uncompressed .avi?
  15. Alright, that's a good place to start, however I have one more question. Ever since I switched to that "Mod Base" Source code, I haven't been able to open it in Microsoft Visual Studio. Can someone explain to me the steps that I must take in order to open the source code?
  16. Once the mod is fully released I won't enable cheats in it. This would work for now, but eventually I will still need to edit the more complicated source code to make it an actual force power.
  17. I wanted to be able to add a new force ability for my mod, and was wondering how difficult this would be and what steps I would need to take in order for that to happen. I preferably wanted to overwrite force sight, (that pointless ability that hardly anyone uses in MP) and replace it with a more complicated ability. The ability would need to spawn one npc at level one, two at level two, and three at level three. The animations aren't of much concern to me at the moment. I've already created the NPC (it's labled "lightsaber_good") that I want to be used and it should work fine with this ability.
  18. I checked the siege destroyer map, and it does use scripts that are already in the Jedi Academy base directory. I attempted to use the same method in my own map, which resulted in failure.
  19. I added asteroids to one of my maps, however they aren't functioning as they are supposed to. I made them using the same methods that were used in the Jedi Academy . Several issues have come up with the asteroids: They aren't solid, they don't always stay in the trigger_asteroid_field area, and nocliping into a brush kills you for some reason. Asteroids function perfectly fine in the Asteroids mod, so I decompiled the map to see how they worked. I then redid the asteroids in my map and made the entities identical to the ones in the Asteroids mod. Anyone know what I'm doing incorrectly?
  20. Alright, cool. Should I still try to find people who would be willing to complete the project, just in case Inyri decides not to finish them after all.
  21. Ooh I have a battle over Telos map in that Old Republic segment of my mod! That is one of the reasons why I needed those models lol
  22. Unfortunately I have already made far too much progress in a farther back time period, 3,900 BBY, which is around the time that KotOR takes place. SWTOR takes place in a weird time period (about 3,600 BBY), because that game goes by ATC and BTC (before and after the Treaty of Coruscant), rather than the traditional ABY and BBY (before and after the Battle of Yavin).
  23. Lol, yeah. I had previously been using Jedi Starfighters to simulate them, but that's just too terribly non-canon to keep in the mod.
  24. I am doing an Old Republic Era themed segment for my mod, and I was wondering if anyone has already made, or is willing to make the models for the following vehicles: Aurek-class Tactical Strikefighter and a Sith Fighter Aurek-Class Tactical Strikefighter Sith Fighter The models don't have to be animated, but it does need to be in a format that can be used for vehicles.
  25. Well, it is just a modified version of the hyperspace stars effect from Jedi Academy. Mine looks much more realistic, but is still too small for what I am using it for
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