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Everything posted by NAB622
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You need the count -1 on the target_scriptrunner, not the trigger_multiple. That should fix it. Also, a better practice would be to avoid target_scriptrunner altogether for this. Just add a useScript to the trigger_multiple, and you'll get your infinite uses and save a few entities in the process. Edit: I've found that func_door is a lot more useful for scripted elevators. Func_static doesn't have a lot of extra utility to it. Also, instead of ref_tag, you can use a move block in your script to literally move the elevator anywhere you want in the entire map. Ref_tag is valid, but not nearly as flexible.
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Need help fixing error after changing a map's music
NAB622 replied to EpicGamerScout's topic in Jedi Knight Tech Support
I'm not sure why you got a qpath error - as long as you replaced the old file with a new one that had the exact same name and path, it should work. But, I can address the other two things. First and foremost, JA can only read MP3s encoded at 44.1 khz, 128 kbps constant bit rate, stereo. As far as I know, literally nothing else will play. Re-encode your MP3 to match these settings and give it another go. For your CM_LoadMap error, the server and client must have the same BSP - if you modded the BSP on the client but not on the server, there's a good chance it triggered some validation check, resulting in that error. I would suggest reverting the BSP back to the original one from the download, as there is no reason re-encoding the file and replacing the one in the PK3 shouldn't work. If all else fails, in a pinch you can just add your MP3 directly to the game's 'base/music' folder and play it at will with the /music command. -
Textures dont stay straight when rotating
NAB622 replied to lukesandylowground's topic in Modding Assistance
If I understand this correctly, you're saying that when arbitrarily rotating a brush, the textures shift? As far as I know, this is either normal, or a bug in Radiant. In my opinion, the best answer would be to never use arbitrary rotation. Use edge or vertex manipulations instead. They come with their own problems, but arbitrary rotate will misalign vertexes like crazy, which is even worse. However, the texture coordinates will remain the same if you're doing a vertex or edge edit. If you need a precise texture alignment and the ability to perform an arbitrary rotation, use a patch mesh. Textures on patch meshes never shift during edits of any kind. -
See if the game console has anything to say about it. Usually there will be some warning in yellow that tells you what's wrong. Most likely it's a missing texture, and if it is, the console will tell you what's missing.
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When I started playing, I used dual sabers, one purple and one green, because it looked hideous/funny.
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[Help] Ja+ Alt-Dim and force
NAB622 replied to RandomGuy2402's topic in Jedi Knight General Discussions
Can you be a bit more specific - are you just trying to host a JA+ 2.4 server with the alternate dimension enabled, and force powers enabled? Or are you trying to get force powers enabled in the alternate dimension (I don't recall if that's possible)? -
Current build (A budget build out of necessity, not a performance build): Ryzen 7 2700 8 core 3.2 GHz 32 GB RAM Radeon RX 5500 Video Card 1TB NVME SSD Also running Manjaro Linux, I'm done with windows.
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If it's on a player model, a portal is not an option - tcgen environment is probably your only option. It's not even truly a reflection, though, particularly on a player model. I don't think you'll be able to do a true mirror effect without a code mod and some hackery.
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If you are talking about a true reflection of a room, you need to use a portal as a mirror, which is a bit involved. Ifyou are talking about a general shiny appearance, like what is used in the base JA shaders, tcgen environment is what you're looking for.
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As far as I know, on PC that only exists as a "Hack" called Autoaim. Naturally, being a cheat, it is very much looked down upon... So I'm not sure anyone here would be interested, although obviously I don't speak for everyone.
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MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
I did a test compile with the new file you just sent, but I don't get the MAX_TW_VERTS error. Are you still getting it on your end? As far as VIS goes - honestly, in this map, almost the entire thing should be detail, except for the outer walls of the shaft. There's just nothing to hide from any viewing angle. It can be done, but I wouldn't worry about it too much on something this small, since the performance gain would be marginal regardless. If your VIS compile takes more than one minute you should poke at it, but otherwise it's fine with whatever. If you're actually interested in in-game performance, you would see a much larger gain on this map from learning various brushwork/patch techniques than you would from VIS. But that's another topic entirely, and quite complicated. I really need to get going on those tutorial videos mumble mumble mumble... -
Changing the samplesize during compile is one way to solve this. Another way, which I find a lot more precise, is to use func_group and the lightmapscale key to reduce the number of lightmap samples on areas of your map that don't need much precision. For instance, if you have a large terrain area, make the brushes/patches into a func_group together, then set the lightmapscale on it to a higher value (1 is 100% scale, 2 is 200% scale, 5.5 is 550% scale, etc). I don't know exactly how high it can go, but a lightmapscale of 10 on terrain would likely be unnoticeable unless you need crisp shadows - and for that, you can separate those terrain brushes/patches into their own func_group, and give them an appropriate lightmapscale of their own. (You can also use decimal values to increase the lightmap samples on brushes/patches that you want to look more crisp) This same process is useful on exterior building walls, large signs, movers, or any large brushes or conglomeration of brushes. Hope this is helpful too!
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MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
Keep looking. Any place where you used a 12-sided brush or larger, the end cap pieces will cause this error. I only pointed out the three that I saw, but I'm sure there's more. (MAX_TW_VERTS can be caused by other things, but I didn't see any of those conditions when I was looking.) If you don't have any luck I'll take another peek, but I don't have time right this second. -
MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
One more point of interest on the MAX_TW_VERTS error. This brush will also be an offender: http://storage.nab622.com/MAX_TW_VERTS_8.png And since the above post had a broken link in it - this thing, in fact the entire platform attached to it and the railings, should also be detail: http://storage.nab622.com/MAX_TW_VERTS_7.png -
MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
Okay. I'd just rather have this posted publicly for people google searching it later on. I identified three brushes that are likely to be causing your MAX_TW_VERTS error. I have them selected in the image below, and outlined the offending faces in green: http://storage.nab622.com/MAX_TW_VERTS_1.png There still may be other offenders, but these are definitely causing a problem. The pillars should be simple, just use the clip tool to split those two brushes into 4 smaller ones each. The glass is easy to fix, just make it a 4-sided brush like this: http://storage.nab622.com/MAX_TW_VERTS_2.png Since it's less triangles, it's more efficient on the renderer anyway. As for MAX_MAP_VISIBILITY...ultimately, this is being caused by the way you're using CSG subtract, but it's fixable without too much trouble here. In the future, though - when you CSG subtract something with a lot of edges into a gigantic brush, you should do two things as good technique: Split the large brush so you have a smaller brush that encompasses JUST the areas you are subtracting, so you don't get any rogue slices that span great distances. Make the larger brush a func_group before subtracting. This way it is easier to edit later. With these in mind, here's what you have now: http://storage.nab622.com/MAX_TW_VERTS_3.png And if you use step 1 above, this is what it should look like: http://storage.nab622.com/MAX_TW_VERTS_4.png http://storage.nab622.com/MAX_TW_VERTS_5.png Visually in the game, these two techniques are identical. But the second method prevents huge slices from creating extra geometry over long distances. This will help with your visibility error because there will be far less portals generated. As for what is actually causing your MAX_MAP_VISIBILITY error, I'd wager this little thing is singlehandedly the cause: http://storage.nab622.com/MAX_TW_VERTS_6.png Make the entire thing detal. EDIT: The metal framework across the window is also not detail. You should make it detail as well, that's a lot of slices. EDIT2: Also, make this thing detail, and the entire catwalk and railings attached to it: http://storage.nab622.com/MAX_TW_VERTS_7.png Also, I did notice you have a large, open area outside the playable area - if making that pillar detail does not help, you might need to increase the _blocksize in your worldspawn to 2048. Just be very careful how you use CSG subtract, or rogue slices will cause the error again. ;) -
MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
I found a few things of interest. Do you mind if I post a few images here? -
MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
Sure, I can do that! Might take some time, though. Depends on how complicated the brush work is. -
MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
That's one possible solution, yes. If you need the edges to be rendered, then you'll have to split the brush up along its length into multiple brushes. The clipper tool can do that for you in seconds. -
MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
The cap pieces are the end pieces. Let's say for instance that you made a long, tall column using a 24-sided brush. The top and bottom pieces of that column that contact the floor and the roof are the "Cap" pieces. Those are usually the culprits with this error. I wouldn't worry about any other errors until you have the TW_VERTS error fixed, since a rogue item can cause numerous issues. However, that web page I linked should have just about every error you can have during compile in it - save the link, it's a great reference! MAX_MAP_VISIBILITY is a toughie, though, because even though the cause of the error is always the same, it generally means combing through your work to fix your technique. http://nab622.com/tutorials/MappingErrors.html#compile_time_errors-max_map_visibility -
MAX_TW_VERTS (12) exceeded + Node without a volume
NAB622 replied to lukesandylowground's topic in Modding Assistance
http://nab622.com/tutorials/MappingErrors.html#compile_time_errors-max_tw_verts (It could just be something as simple as running a brush cleanup to fix a corrupt brush.) The node without a volume is just a warning - I wouldn't worry about it unless you see something wrong when the compile is complete. But it is entirely possible the two errors are related: http://nab622.com/tutorials/MappingErrors.html#compile_time_errors-warning_node_without_a_volume__node_with_unbounded_volume__node_has_0_tiny_portals -
As far as server.cfg goes, make sure you set both bot_minplayers and sv_maxclients to the appropriate values. Then your addbot command should work correctly.
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Couple things here.... The in-game score menu is only able to show 20 players, so if there are more than that, you won't be able to see them there. In the console, type /status to get a full list of all connected players on the server. Second, make sure bot_minplayers and sv_maxclients are both set to the correct value. I just ran mp/ffa1 as a test, with both variables set to 32. The game automatically added 31 bots to the game for a total of 32 players.