Closed BielBdeLuna closed 9 years ago
I could open a map with the OTE engine ,but it was a map from my own mod, maybe the scripts in the assets doesn't work yet. I got an error with the IRONSIGHT functionality within the scripts in the assets branch. the scripts are not working yet.
have you tired opening the map with the RBDoom3BFG engine?
on the droid thing, how does it work? is it a material shader effect? or is it an animation effect?
the shader effect I'm planing is like an inverse burn effect, an example could be:
imagine a lava monster that comes out of the lava, and it starts red hot and as times goes it keeps solidifying until he is covered in rock texture, so basically it's a gradual thing (just like the burn effect)
the idea would be: you give the entity a spawnarg that defines a time it takes to complete the effect, and two boolean spawnargs that define it's functionality:
@BielBdeLuna I've tried opening the map on Vanilla Doom 3, Doom3BFG, RBDoom3BFG, same message on all of them, even opened the map on DoomEdit and built the BSP on there, same issue when opening that version. I built OpenTechEngine.exe yesterday on VS express 2013, it crashes after the grey screen appears on startup.
For the droid I could make an animtion of its components building up into its structure. From shaders I'm guessing that it's similar as the body decay effects used in Doom 3 after an enemies death to remove the model from the scene. So we could have the shader generating the droid components as it is assembling. The droid is inspired by the scene in Star Wars when Luke learns to use the force when blinded with the Rebel helmet, spherical design.
wait... wait... wait... before panicking, let's not make a fool of ourselves! :) is there a info_player_start in the map?
sorry wrong button
@BielBdeLuna Yes there is. Under entity properties screen is has a classname info_player_start and name info_player_start_1, not sure if that 1 is read by the engine as a secondary player start.
no, the engine enumerates the entities in it's names so the monster_demon_imp you put first becomes $monster_demon_imp1 and the second you put becomes $monster_demon_imp2 that's the reason player is $player1 ingame.
what is the exact error message you get?
@BielBdeLuna from the console :ERROR: entityNum > MAX_CLIENTS for player. Player may only be spawned with a client.
WARNING: idSession: triggering mainmenu watchdog
this is an error in player.cpp, in the spawn function are there more than one player? how many info_player_starts there are in your map?
@BielBdeLuna i know, I saw the error listed on google as player.cpp, but I don't know how to fix it. Even so the same error persists on the vanilla Doom 3 and vanilla Doom3BFG executables. The level doesn't have any cracks to the void, it has lights and the info_player_start. I don't know why it is doing it.
I made a new map using DoomEdit from Vanilla Doom 3, that map seems to load without problems.
Edit: Loading the test map from DoomEdit in RBDoom3BFG loads the map without the light.
Edit2: loading the "broken" map in TheDarkMod gives an error that the .proc file was not found.
Edit3: From the DarkMod DarkRadiant forum they explain that the map BSP compiler is not included with DarkRadiant as it is closed source with Doom3, they say a dmap needs to be generated via console. I'll have to browse around to find the console command for the dmap generation.
Edit 4: Ran dmap in DarkRadiant, it created the .proc and .cm files, however the games itself still continue to give the Player client error.
Edit 5: Successfully got the map to load in theDarkMod, however it could not find lights or the ambient light, the other issue still persists on BFG and vanilla Doom 3.
Edit 6: Changed DarkRadiants settings to work with theDarkMod to finish the level, the level and its lights are working in theDarkMod. Only going to do this for level testing purposes and to finish up the level. I'll try and convert it back to D3 format at a later stage.
Well, a UPS at least gives you time to cleanly shutdown the system to prevent data loss or even hardware damage. Better UPSs have a USB port that you can connect to your system so you can shut it down automatically when the UPS battery level gets low.
On 07/11/2015 02:42 AM, Mikko Kortelainen wrote:
http://loadshedding.eskom.co.za/loadshedding/description
Really strange country you have got. Even a mid-sized ups is not enough for 4 hours On Jul 11, 2015 7:51 AM, "Yetta1" notifications@github.com wrote:
@DanielGibson https://github.com/DanielGibson Lol I did end up downloading crunchbangplusplus after I read that development stopped on Crunchbang for Bunsen lab. It's an old netbook, can't even set the graphics card above 8mb in the bios. If the distro is too slow, then i'll go with Arch linux and build an extremely minimal system from it, possibly terminal based. Constant power cuts in my country ruined my one SSD, wanted to use it on the netbook for a little boost. Power cuts every day for the next three years, started last year.
@DanielGibson problem is the power usually goes off when i'm sleeping. I'm sending the SSD back as it is still under warranty, second time the same model has died.
if the USP can shut down your system when the power goes out it shouldn't matter if you're awake or not ;)
@DanielGibson I guess I shouldn't worry too much about it, might move to Japan or South Korea in coming months, our economy is heading in the direction of Greece, can't find employment as is so going to the English teacher gig until I find something better.
Hi guys, I've restarted the map, darkradiant caused an issue somewhere with the old one. Building the map using dmap works successfully without any errors, the map runs in vanilla Doom 3, but still fails to load in BFG. It continues to give the max player client error. I have however seen a error related to lights in the BFG console with one of the map tests.
Creating a map in DoomEdit seems to run successfully in BFG, however building the BSP for the map made in DarkRadiant though DoomEdit gives the same error results as Dmap. I'm considering to drop DarkRadiant and switch over to DoomEdit. Which is undesirable due to DoomEdits view distance clipping limitation. It is the only solution I can think of to complete the map.
Additionally I've ran into problems with my normal and specular maps I baked in Cycles, it seems to render flat/true tangent faces instead of smoothed tangents in Doom 3. So I'm recreating the shaders in Blender internal render instead for a new bake.
Why is Doom 3 rendering textures differently from DarkRadiant?
Got a slightly better result using image_useCompression 0, diffuse details seem blurred out still.
Just spotted this (~-_-)~ http://www.moddb.com/mods/doom-3-bfg-hi-def
it seems that the normal map is at half res
@BielBdeLuna I managed to find the culprit, it was the r_lodbias for mipmapping command, changing it to 0 gave the correct result, -1 an even sharper look. I'm recreating most of my normals the traditional way of greyscale heightmaps, then converting to normal maps. The reason for the bake failure from cycles was that the surface meshes being baked from was too low poly creating a square like tangent grid. It would be nice to bake from high poly models, unfortunately my system crashes when I go over 300,000+ polys.
As for the map, still no luck getting it to load on D3BFG or RBD3BFG, I't only seems to load in D3, Darkmod and even Prey. Not sure if the dmap command breaks the bsp somewhere. Luckily all this trial and error is forcing me to learn and understand the console commands as well as learning how the engine does its magic. Quite amazing what Vanilla D3 can do with some minor console tweaks.
try it on OpenTechEngine, I couldn't open maps in RBD3BFG but I could in OTE
I can compile and play the maps running on OTE
Unfortunately OTE doesn't want to compile correctly on my side, the executable crashes as soon as I launch it.
Now I just have to look for material code to scale the texture larger when using natural scaling.
haver you made an issue?
Which branch did you try? try cegui_layout_upd_assets
.
I just fixed a crash there that happens when calling dmap on a map that was already dmapped and it's generally the most up to date branch currently.
if you still can't get it to compile please create an issue with all the relevant information.
I haven't made an issue, the release compile crashed at launch, while the debug gives a debug error R6010 Abort()has been cancelled. I did a compile today from the latest sync from github.
Githubs software doesn't show any files in it's explorer for OpenTechEngine, only for the dhewm3 clone i made earlier.
How do I open an issue ticket and which log files should I look into to show you guys what's happening on my side? I'm noobish when it comes to code compiling and githubs system. I also had problems creating a build for dhewm3, cmake couldn't find VS2013 files from what I understand.
Request for equirectangular HDR skymap support, including support from skymap. Maybe something similar to this, code for Doom 3 included.
Is this different to BielBdeLuna's PortalSky that we already support?
The description says "Skyportal introduces 3D Skyboxes from Resurrection of Evil to Vanilla Doom 3." - if it's in Resurrection of Evil, it's in D3BFG and thus OTE.
I'm not sure how PortalSky works or how to use it, I've created a cubemap based sky in the map now.
Followed the tutorial to use portalsky from modWiki, however the brush entity used for the skybox gives this error in radiants console "Entity 6 has surfaces, but no name key".
EDIT: Figured it out.
EDIT: map works, but portal_sky renders black, skybox entity is pointing to portal_sky.
EDIT: Fixed it, showing test "city_building" entities and sky now.
https://github.com/OpenTechEngine/OpenTechBFG/wiki/cube-map-tools
On Thu, Jul 23, 2015 at 7:00 AM, Yetta1 notifications@github.com wrote:
Followed the tutorial to use portalsky from modWiki, however the brush entity used for the skybox gives this error in radiants console "Entity 6 has surfaces, but no name key".
— Reply to this email directly or view it on GitHub https://github.com/OpenTechEngine/OpenTechBFG/issues/17#issuecomment-123956788 .
one thing is cube map and another portal sky
what @Yetta1 is asking is for HDR cubemaps isn't it?
for portal skies, there already support for it in OTE (unless they haven't included it due a GPL discussion we had in the past) is it included @DanielGibson, @kortemik ?
yet it is it was the first pull request of OTE and it was merged to master: https://github.com/OpenTechEngine/OpenTechBFG/pull/1
Portalsky mod had a test map you can check it out to see the different portal sky entities and how they work. it was merged in master, it should exist in other branches too.
@BielBdeLuna yes it's there. at least the code, and the materials too but the test map will not run as it depends on BFG assets
I looked at the portalsky map, i'll try and mimic it in demo.map, might be that something is wrong with the setup of the portalsky on the map. I created one plain daylight sky cubemap with Blender and generated another with clouds from a public domain HDR file. I'll make a clone of the portalsky.map and replace the missing BFG assets with those.
wait wait wait, forget everything HDR for the moment, there is any HDR support in IdTechX at the moment.
there isn't missing assets related to portalsky in OTE, I ported the mod from Dhewm3, I'm the original author of the mod in Dhewm3, all the needed assets are there
the materials, and defs, and the code. it's all there
@BielBdeLuna the missing assets were the desert skybox assets and the two monster entities from Doom 3.
ok but the stuff needed for the effect is there, in OTE assets there any monster yet, so try it with the base folder to test it and see it working.
Low poly pistol/blaster/lasergun model coming in at 2462 triangles, 1263 vertixes, 1311 faces. Going to complete the textures and rig hopefully tonight, so it can be ready for the engine a.s.a.p.
great!
Blender game engine material to GLSL exporter. https://developer.blender.org/T28839. I used the newer version by Sybren A. Stüvel on the comment section. It works on Blender 2.75. I tried it with a skin shader I'm working on, it generated two files, vertex and fragment. Plugin for Blender included with generated glsl code:
https://www.dropbox.com/s/4ipdld9p7h86ser/gen_glsl_skin_shader.zip?dl=0
EDIT: link to original blenderartist forum post for the addon http://blenderartists.org/forum/showthread.php?233186-Export-Materials-to-GLSL-Code
The glsl skin shader real-time in Blender. Still having issues getting light to affect skin for fake SSS based on vertex paint layer.
OTE at the moment uses CG shaders
and apart from that, the shaders in a program doesn't work on another because those shaders interact with a code base, and this interaction is hard coded in the code, Blender my interact differently with the shaders than idTechX
I think most of this has either been done or has its separate issue now.
Either way, this has way to many comments to be productive anymore, so I'll just close it.
I propose: