Emon Posted March 11, 2003 Share Posted March 11, 2003 I've never known why AK's maps take longer to vis in Q3Map2, it's the exact opposite for others. AK, post that on the Q3Map2 support forum, I think there's a solution to it. Link to comment Share on other sites More sharing options...
master_thomas Posted March 11, 2003 Share Posted March 11, 2003 Originally posted by Emon The dynamic light color won't change. That is a problem that I didn't think of-I only edited sabers in my mod to give all the noticable color to the glow(according to the movie pictures, this is more accurate) so I didn't have to change the color and didn't encounter that problem. Maybe, you could find the file that determines the dynamic light circle color and tweak that. I did hear about adding dynamic light to weapons and shots, though I don't know if it will work with the saber. In weapons.dat, find the lines in merr sonn about shot light, shot light color, altshot light, and altshot light color(I think those are the line names, if not, find the light related stuff). Copy and paste those into other weapons in the same spot. I made the Destructive electromagnetic pulse gun (weapon 7) emit a green light(I'm trying to make it purple) and the flechette shots emit yellow light. It nicely adds more realism. It will add dynamic light that emanates from the saber, blast, bolt, etc. Then edit those in like you would edit those for ambient light, though the light value can be higher of course because this isn't ambient. You might not change the little circle at your feet, but it could generate purple light. Maybe a weak red dynamic light to counter the blue for purple would work, though I doubt it would look good, I hope the weapon.dat editing will work, if not, I don't know how to change the saber-glow-circle unless there is some way to change the default color from blue to purple. I'll look for the dynamic light file now and see if I can name it. I know you want this level to be as great as possible and I'm sure that a saber problem would be an unnecessarily disappointing problem. I hope to help as much as possible. Link to comment Share on other sites More sharing options...
Emon Posted March 11, 2003 Share Posted March 11, 2003 I'm working on a SP series of levels myself, and when I find time to really get going on them, I'll look into using that method. I thought of it before, but I wasn't sure if it would work or interfere with the color of other NPC's sabers. Unfortunatly, it looks like my player will be stuck with blue. Link to comment Share on other sites More sharing options...
master_thomas Posted March 11, 2003 Share Posted March 11, 2003 I just noticed in NPC.cfg that there is a sabercolor variable. You could just change Kyle's to purple. This all depends on whether this will affect both Kyle's or just the NPC_kyle hence the name NPC.cfg. If it works for the PC, this is solved and the technical problem of two levels is hopefully solved and if it has, you just half to split the level, which although will take more work and you have worked so much, so hard already, but this could fix it. If it was a faulty entity that needs to be fixed or replaced, this is unnecessary. If it doesn't work, there is almost definitely something that will set the PC's info including sabercolor. I will test this now. Link to comment Share on other sites More sharing options...
Emon Posted March 11, 2003 Share Posted March 11, 2003 That has been tried, doesn't work for the player. Link to comment Share on other sites More sharing options...
master_thomas Posted March 11, 2003 Share Posted March 11, 2003 DARN!!. I decided to reply immediately with the negative answer and read Emon's post. So I guess AKPiggot is stuck either fixing the existing level, or editing the sabers and removing those with blue lightsabers or swapping the blue and purple names and giving all blue lightsaber users purple sabers and then finding and editing the dlight glows. Any feedback on the weapons.cfg dlight settings? Is there any known player cfg? It would make sense. A question about NPC.cfg, though. Why are there two kyles in the NPC.cfg, one with the Full name, lightsaber color, and models as kyle, but named munro:confused:? The problem lingers on. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 Originally posted by Emon AK, post that on the Q3Map2 support forum, I think there's a solution to it. I can't really be bothered. I've spent far too much time fussing about trying to get Q3Map2 to work as it is. I'll just stick with SOF2Map, at least it only takes half as long to compile. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 I've just done a bit of testing, and I've found that the original error is still apparent after being compiled with Q3Map2. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 OK, I went to see if I've hit any sort of limit here, so I looked in Radiant and found that my level has 8538 brushes and 2817 entities. Looking at some Raven levels, kejim_post has 7854 brushes and 1998 entities, and cairn_dock1 has 2105 entities and 5195 brushes. This is good news. This evidence suggests that I have far too many entities in my level. Seeing that I was placing entities carelessly with no thought of any limit in the level, this means there's a lot of expendable entities, most notably waypoints and a few NPCs. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 Well... I've just deleted over 80 entities. There was a non-combat area that had loads of waypoints and point_combats, it seemed pointless keeping them there, so I deleted them. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 I've just deleted another 140 odd... I'll leave the level to compile when I go out later, I should be able to test if anything's been fixed tonight. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 I tested it on a "novis" compile, it's still there, but it is even rarer. I guess deleting entites is the way to go, but I'm going to have to do delete some more. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 Has anyone ever had any success activating / deactivating entities with ICARUS "set INACTIVE"? I seem to remember trying it out and it didn't work, if it does work like I want it to, there's about 50 or so "target_activate" and "target_deactivate" entities that I could delete. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 11, 2003 Author Share Posted March 11, 2003 Hmm.. I tested "SET_INACTIVE", either it doesn't work with triggers or it doesn't work at all. Link to comment Share on other sites More sharing options...
Kengo Posted March 11, 2003 Share Posted March 11, 2003 How about giving some entities a targetname (or script_targetname maybe? dunno which...) and then using the remove command on them? If it works for NPCs... Remember all those problems with limits in JK, and they were all along the root of 2 or something, I'm just gonna get my calculator and try to find a theoretical limit... I also have memories of monsoontide posting somethign about actual limits a long while back, I'll see what I can find... Link to comment Share on other sites More sharing options...
Kengo Posted March 11, 2003 Share Posted March 11, 2003 #define MAX_MAP_MODELS 0x400 = 1024#define MAX_MAP_BRUSHES 0x8000 = 32768#define MAX_MAP_ENTITIES 0x800 = 2048#define MAX_MAP_ENTSTRING 0x40000 = 262144#define MAX_MAP_SHADERS 0x400 = 1024#define MAX_MAP_AREAS 0x100 = 256#define MAX_MAP_FOGS 0x100 = 256#define MAX_MAP_PLANES 0x20000 = 131072 #define MAX_MAP_NODES 0x20000 = 131072#define MAX_MAP_BRUSHSIDES 0x20000 = 131072#define MAX_MAP_LEAFS 0x20000 = 131072#define MAX_MAP_LEAFFACES 0x20000 = 131072#define MAX_MAP_LEAFBRUSHES 0x40000 = 262144#define MAX_MAP_PORTALS 0x20000 = 131072#define MAX_MAP_LIGHTING 0x800000 = 8388608#define MAX_MAP_LIGHTGRID 0x800000 = 8388608#define MAX_MAP_VISIBILITY 0x200000 = 2097152#define MAX_MAP_DRAW_SURFS 0x20000 = 131072#define MAX_MAP_DRAW_VERTS 0x80000 = 524288#define MAX_MAP_DRAW_INDEXES 0x80000 = 524288 Thank you monsoontide, wherver you now may be! Erm, one of those Raven levels looks like its over the limit...possibly some on the entities counted in the map file (func_groups) don't count in the bsp so its not a problem? Anyway, sounds like that might be your problem, possibly 2048 is of course a power of 2. Erm, that thread monsoontide started, stickied to the top of the forusm, does have some other good links that look handy. I think someone asked in that thread for a solution to the same problem you have, and monsoontide couldn't find anything on it, but I dunno... Link to comment Share on other sites More sharing options...
Emon Posted March 11, 2003 Share Posted March 11, 2003 That's why I suggested compiling with Q3Map2, since it strips the light entities out of your map, lowering your entity count. If 2048 is the entity limit, why do so many of Raven's levels have more? That's got to be the limit for the MP code, but the SP code must be more... Unless all those extra ents are func_groups. Link to comment Share on other sites More sharing options...
Emon Posted March 11, 2003 Share Posted March 11, 2003 AK, try setting your saber color in a test map, then setting the HUB spawnflag on the target_levelchange entity. In the EF expansion, it let you traverse back and forth between levels like Deus Ex can. I talked to Raven about it, they said it should work unless it got broken in the conversion. I never got it to work myself, but I want to experiment with the idea more. My point is that if it doesn't do a savegame, you can see if it will save the saber color. Link to comment Share on other sites More sharing options...
master_thomas Posted March 12, 2003 Share Posted March 12, 2003 Originally posted by Emon If 2048 is the entity limit, why do so many of Raven's levels have more? That's got to be the limit for the MP code, but the SP code must be more... Unless all those extra ents are func_groups. I checked Kejim_Post, which has 1998 entities (not the amount we're looking for) and it has 150 func_groups and Cairn_dock1 with 2105 entities and 76 func_groups, so I think that's how they could have kept under the limit.. Just a question, what does Radiant ommit in the counter at the bottom of the screen? For kejim_post, it says 1407 entities, but in the map info, it says 1998. I'll think of ways to make Party Crasher more entity efficient. Never tried the actication/deactivation with icarus. Only entity settings and cutscenes; sorry:(. Keep searching for waypoints. Raven put a huge cluster of them at the beginning of Kejim_post. There seems to be a waypoint or point combat once every 8 game units. Could you replace a group of enemies with a few more powerful ones? I'll continue brainstorming. Good luck with fixing Party Crasher. Link to comment Share on other sites More sharing options...
master_thomas Posted March 12, 2003 Share Posted March 12, 2003 Any guns or ammo? You can pretty much remove all remote ammunition and weapons (not carried by NPC). You're Mace Windu and don't wield guns very often. Same with medpacks and bacta, seekers, assault sentries, etc. You don't need these because as a Jedi Master you should be more reliant on the force and lightsaber. Not guns, attack droids and medical equipment. You've been over speakers and this has been mentioned, but linking sounds with programs like goldwave. Models. You probably want to keep those so won't recommend that. You could have less triggers. Yo could spawn NPC's earlier with less triggers in places where you don't mind what they do, though you need to watch framerate. Any removable funcs? Double doors aren't necessary. Syncronized bobbers can be one entity, same with rotating (as long as they share a rotational axis and will rotate along and exact point.) Fx files. They are ambience and can't be linked of course, but can you remove some? I won't pressure this for the same reason as models and sounds. NPC mobs can be replaced by smaller groups of stronger NPCs. This could also improve framerate. Some battles can be removed altogether along with more waypoints. Waypoints are perfect for removal. They aren't noticed by the player and the enemies that last longer usually don't need waypoints(unless things like galak_mech or mark1 and 2). Stormtroopers, swamptroopers, storm pilots are gone with a single slash. Reborn and other lightsaber wielders don't require waypoints. Did I leave any out? I think I covered all those that can be easily removed. and ones you wouldn't want to remove. Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 12, 2003 Share Posted March 12, 2003 Originally posted by Emon That's why I suggested compiling with Q3Map2, since it strips the light entities out of your map, lowering your entity count. And as I know it strips out the static models too by converting them to map triangles. Ehh, I don't remember exactly the explanation but it can be found on Splash Damage forums. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 12, 2003 Author Share Posted March 12, 2003 There are absolutely no pickups in the level, apart from guns dropped by NPCs (which I'm trying to get rid of). The player has to rely on the use of force powers and the lightsaber to succeed. I might remove some enemies. Also, I have a Mace Windu cutscene actor for every cutscene, I might remove all of them and use the one same actor for all of them. I've removed one hundred or so waypoints as well as about one hundred and fifty point_combats. I'm not sure if there are anymore that could be removed. I could (as a very last resort) cut down on a couple of cutscene camera angles. What about lights? I guess I could remove quite a few of them. Link to comment Share on other sites More sharing options...
master_thomas Posted March 12, 2003 Share Posted March 12, 2003 Originally posted by Emon That's why I suggested compiling with Q3Map2, since it strips the light entities out of your map, lowering your entity count. That is why I ommited lights. Of course, you would have a high compile time as you explained, but maybe when removing the lights will give you an entity count below 2048. If there are a good amount of lights in your map, this would work great. Also, remember to subtract the func_groups from the entity count. [i[Originally posted by Emon[/i] And as I know it strips out the static models too by converting them to map triangles. Ehh, I don't remember exactly the explanation but it can be found on Splash Damage forums. This makes it even better. How many entities do you have minus func_groups, lights, and models. If it is below 2048, it should work with Q3Map2. Wait until then to try this that if it takes +5 hours. Who wants to have to wait 5 hours to know if deleting 1 entity fixed their map? Link to comment Share on other sites More sharing options...
AKPiggott Posted March 12, 2003 Author Share Posted March 12, 2003 Here's some specifics: The level at the moment has 2534 entities. 774 of those entites are func_groups. 63 are func_usables. 52 func_doors. 87 info_nulls (I believe these are removed when the level is loaded in-game). 416 entity lights. 159 misc_models. 164 point_combats. 8 target_speakers. 4 trigger_hurts. 101 trigger_multiples. 42 trigger_onces. 94 waypoints. Minus the func_groups, it's well below 2048. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 12, 2003 Author Share Posted March 12, 2003 I might try recompiling the level with Q3Map2 after deleting my custom shaders. If the level compiles fine, I'll stick the shaders back and work on reducing their use in the level. Link to comment Share on other sites More sharing options...
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