Sparklies firework on .ase models (in svn build)

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Postby tZork » Sun Oct 19, 2008 11:57 am

Ran into the same thing, it looks like its trigged by a change in how darkplaces handles deluxe maps. revert to rev 8515 of darkplaces and you good to go.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby divVerent » Sun Oct 19, 2008 6:24 pm

Well, the revert won't happen in the darkplaces trunk, so please do not rely on that (as that reopens the other old bug that the same places always get black... not exactly better). Work around it in your map until the bug is fixed in the map compiler.

This is clearly not an engine bug, but it happens now when the deluxemap vector the map compiler wrote is a zero vector.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby divVerent » Sun Oct 19, 2008 7:52 pm

First of all, try again using CURRENT NetRadiant, i.e.
http://emptyset.endoftheinternet.org/~r ... -win32.zip
or later. I fixed a bug causing stuff to receive light from the wrong side in that. You may be using an older q3map2, which causes this.

Secondly, if this does not help, please supply the .map file and ALL required content that's not in Nexuiz svn to me, so I can debug it.

Thanks
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Postby divVerent » Mon Oct 20, 2008 7:43 am

Image

One instance of this is caused by a bogus normal vector, pointing INTO the triangle instead of OUT of it. May happen when smoothing normals. See how the blue normal below the spectator text points DOWN.

Any instance of this when NOT smoothing normals, that is, using mere brushes and not q3map_nonplanar?

Any instance of this when q3map2 does the normal smoothing, that is, using mere brushes and q3map_nonplanar instead of making the normals in the modeling app?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby divVerent » Mon Oct 20, 2008 12:16 pm

Proof that this is a q3map2 problem:

Image
Surface normals of the model.

Image
Surface normals as seen by q3map2.

These normals mismatching (because q3map2 downsamples them into a bitmap, instead of using their exact values), and deluxemaps being in MODELSPACE, causes these problems.

But as Id Software don't care for q3map2 bugs, and I gave up debugging this (any attempt to fix the normals q3map2 uses leads to black spots on the lightmaps/deluxemaps, for no imaginable reason), this will NEVER GET FIXED.

Thank you, for never helping out.

I can't do everything alone.

And when it goes on like this, I will leave and the project will die. Because you guys never help.

We need people to help with the project (in NetRadiant too, as you see here), but as this is never going to happen... it'll be the end. I wonder if there will ever be a next version, given the current state of the project.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

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