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Call of Duty 5: World at War => Help Desk => Scripting => Topic started by: MikeVLC on February 18, 2016, 12:00:28 am

Title: Huge problem with dynamic models
Post by: MikeVLC on February 18, 2016, 12:00:28 am
Recently I added the other part of the map, this means some xmodels more, a lot of textures more and a new script.
With the fourth wonder weapon, the script, specific death anims of zombies, dual weild script and probably the number of weapons and textures, it was necessary to add t4m for can launch the map.
I dont know if dynamic models is the correct denomination, but I mean perks, debris, zombies, mistery box... including a rotating model, all these items of the map now if you are not too far are invisible, and if you are close are flickering.
My question is, what can cause that all these dynamic or scriptable models do this and how can fix it?
Title: Re: Huge problem with dynamic models
Post by: HitmanVere on February 18, 2016, 12:01:35 am
Probably lack of portaling
Title: Re: Huge problem with dynamic models
Post by: MikeVLC on February 18, 2016, 12:04:52 am
I hope can be that.
Tomorrow I will add portals to the map, fortunately only two houses and one hangar to portal  :)
Thank you Hitmanvere
Title: Re: Huge problem with dynamic models
Post by: steviewonder87 on February 18, 2016, 12:05:21 am
If you turn on developer 1 and walk around, do you get a yellow message saying something like 'too many visible static models - not drawing model' or something like that?

If so then you need to portal the map (or if it's already portalled, portal it more or more efficiently), if this is not the cause then I have no idea what would cause this problem.
Title: Re: Huge problem with dynamic models
Post by: MikeVLC on February 18, 2016, 12:07:11 am
I am gonna launch in developer 1 right now.
I am gonna check that

Edit

I cant launch in developer 1, a collection of error messages, specially this
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFOB6rR3.png&hash=be896ad68ed650b2cc974fe02eb457534bd0c4b2)

I think BluntStuffy had the same problem trying to launch in developer 1, but he finally could to launch and said me that these errors were spammed a lot of times
Code Snippet
Plaintext
Error: cmd     0: 'v cg_laserForceOn "0"'
Error: cmd     1: 'v cg_laserForceOn "0"'
Error: cmd     2: 'v cg_laserForceOn "0"'
Error: cmd     3: 'v player_sprintTime "4"'
Error: cmd     4: 'v cg_laserForceOn "0"'
Error: cmd     5: 'v cg_laserForceOn "0"'

For that reason is that I hope that the problem could be the portals, because it is not easy to find where is the fail.
Title: Re: Huge problem with dynamic models
Post by: steviewonder87 on February 18, 2016, 01:33:58 am
I am gonna launch in developer 1 right now.
I am gonna check that

Edit

I cant launch in developer 1, a collection of error messages, specially this
(http://i.imgur.com/FOB6rR3.png)

I think BluntStuffy had the same problem trying to launch in developer 1, but he finally could to launch and said me that these errors were spammed a lot of times
Code Snippet
Plaintext
Error: cmd     0: 'v cg_laserForceOn "0"'
Error: cmd     1: 'v cg_laserForceOn "0"'
Error: cmd     2: 'v cg_laserForceOn "0"'
Error: cmd     3: 'v player_sprintTime "4"'
Error: cmd     4: 'v cg_laserForceOn "0"'
Error: cmd     5: 'v cg_laserForceOn "0"'

For that reason is that I hope that the problem could be the portals, because it is not easy to find where is the fail.

You don't need to actually launch the map in dev mode, just turn it on after the map is launched, then you won't get those errors and you can walk around and see if the model error pops up.
Title: Re: Huge problem with dynamic models
Post by: BluntStuffy on February 18, 2016, 07:57:39 am
I am gonna launch in developer 1 right now.
I am gonna check that

Edit

I cant launch in developer 1, a collection of error messages, specially this
(http://i.imgur.com/FOB6rR3.png)

I think BluntStuffy had the same problem trying to launch in developer 1, but he finally could to launch and said me that these errors were spammed a lot of times
Code Snippet
Plaintext
Error: cmd     0: 'v cg_laserForceOn "0"'
Error: cmd     1: 'v cg_laserForceOn "0"'
Error: cmd     2: 'v cg_laserForceOn "0"'
Error: cmd     3: 'v player_sprintTime "4"'
Error: cmd     4: 'v cg_laserForceOn "0"'
Error: cmd     5: 'v cg_laserForceOn "0"'

For that reason is that I hope that the problem could be the portals, because it is not easy to find where is the fail.

Its not really those dvars that i think would be the problem, but there's also some weirder ones in that list:
Code Snippet
Plaintext
Error: cmd    49: 's 0'
Error: cmd    51: '9 0 pl1'
Error: cmd    54: 'd b23 c j_eyeball_le'
Error: cmd    55: 'd 955 d 034tag_origin'
Error: cmd    59: '5'
Error: cmd    60: ':'
Error: cmd    73: 'd 24c 9 NUK370WN'
Error: cmd    76: 'd 956 d 055tag_origin'
Error: cmd    89: 'd 957 d 052tag_origin'
Error: cmd    91: 'd 958 d 053tag_origin'
Error: cmd    93: 'd 959 d 054tag_origin'

I got the map to run in developer yesterday, but i didnt get the max-models-stuff, so i doubt is the portals. Not sure why this happens and how to fix it. Any suggestions would be appreciated!!!
Title: Re: Huge problem with dynamic models
Post by: gamer9294 on February 18, 2016, 01:31:32 pm
hi man,


I don't know if it can be the verts limit on the models ? when you are in game ?


because I have the same problem when I have to many bosses in city of hell and then some models like:

weapons, zombie models, some script models or something else is flickering like dissappear and appear and that will repeats unlimited untill the verts limit going down.


I just decrease the amount of boss zombies because each boss zombie has alot of verts that create that flickering on the models.


maybe it can be that point just an option that I has :)


sorry for my bad english.


best regards,
Gamer9294
Title: Re: Huge problem with dynamic models
Post by: MikeVLC on February 18, 2016, 01:45:29 pm
I compiled without the new part, without the new textures and without the new .gsc files, problem stayed.
I remembered that when I added new part, this part was in a different height that regular map, so fog affected very negatively.
I changed the fog settings but I didnt give importance  :D and really I didnt remember that I changed this.
It was the f*cking fog settings, I replaced the art.gsc file for an old file and THE HUGE PROBLEM IS FIXED.
Thank all the people trying to help

edit

I went to add some pictures but I didnt remember  :D

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8bTKnFm.jpg&hash=1fb1aceb5eb7f8fe8718314270820a7f5c65b5f7)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtUMiQpm.jpg&hash=4d5374c6515f0741cfada6b7bdc2f5527a7389b2)