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SW:JK3 Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old December 22nd, 2012   #1
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exclaim (WIP) Proxy Model

Hey guys, sup?

So, In the past month I have been working on my new model from TFU, this time was proxy...
Modeling and Texturing was okay, here, take a look
Spoiler:


But when I tried to install on Jedi Academy I get this error:
~ RB_EndSurface() - SHADER_MAX_INDEXES hit ~

Can you help me how to solve this problem?
If you wanna try it, here is the link
Proxy.pk3
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Old December 22nd, 2012   #2
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Default Re: (WIP) Proxy Model

Looks like a possible side effect of having too many mods. Have you tried with a clean base folder other than your awesome Proxy model?

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Old December 22nd, 2012   #3
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Default Re: (WIP) Proxy Model

Hmm two models of proxy one by you and one by chalk. Wonder which one will be better. A clean base folder does not change the problem. Although I have no idea how to fix it.

Last edited by SecretApprentice; December 22nd, 2012 at 08:37 PM.
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Old December 22nd, 2012   #4
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Default Re: (WIP) Proxy Model

It's probably ported judging by it's super high poly count.
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Old December 23rd, 2012   #5
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Default Re: (WIP) Proxy Model

This seems to def be a port.
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Old December 23rd, 2012   #6
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Default Re: (WIP) Proxy Model

The high polycount is probably causing the error.
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Old December 24th, 2012   #7
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Default Re: (WIP) Proxy Model

Someone already compared it to the original model from TFU2 I think it was and confirmed that it's a direct port.

I don't care if people want to port stuff. I really don't. It's when they pretend they made it to get attention that I get irritated. Keep in mind that a real human being actually made this. Show a little respect.
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Old December 26th, 2012   #8
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Default Re: (WIP) Proxy Model

Anyway, the issue is caused by too many faces using the same shader, its a Quake engine limit. (why all these goddarn limits on everything?) A high poly model needs to be split into more and more objects and given different texture maps. But, this shouldn't be an issue, because no JKA model should be as high poly as your 'creation' is.



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Old December 27th, 2012   #9
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Default Re: (WIP) Proxy Model

Quote:
Originally Posted by Pande View Post
why all these goddarn limits on everything?
Because it's from 1999 and doesn't account for modern hardware?
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Old December 31st, 2012   #10
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Default Re: (WIP) Proxy Model

is it not possible to hack the limit in the engine to make it higher ? also for the max map size ? i know the engine is old but q3 was also old and thene saw xreal engine come in to the world and was moved over to som other project

Last edited by Donjee; December 31st, 2012 at 09:50 AM.
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