UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Huge problem with dynamic models

broken avatar :(
Created 8 years ago
by MikeVLC
0 Members and 1 Guest are viewing this topic.
3,630 views
broken avatar :(
×
broken avatar :(
Location: esvalencia
Date Registered: 23 March 2013
Last active: 3 years ago
Posts
191
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Signature
Things to do before you can say that you remaster anything:
1. To know exactly wich means "To Remaster"
2. To have the master (the original or original files)
3. Be sure that you really are improving the original, in the case of a videogame level, be sure the textures and fx's at least receive some kind of improve.
Otherwise you only use a tag, a fake tag.
×
MikeVLC's Groups
MikeVLC's Contact & Social Linksmikevlc1mikevlcmikevlcMikeVLCdjmike81MikeVLC
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?
This topic contains a post which is marked as the Best Answer. Click here to view it.
broken avatar :(
×
broken avatar :(
Location: fi
Date Registered: 25 June 2013
Last active: 9 months ago
Posts
3,997
Respect
1,024Add +1
Forum Rank
Eviscerator
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
×
HitmanVere's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Probably lack of portaling
broken avatar :(
×
broken avatar :(
Location: esvalencia
Date Registered: 23 March 2013
Last active: 3 years ago
Posts
191
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
×
MikeVLC's Groups
MikeVLC's Contact & Social Linksmikevlc1mikevlcmikevlcMikeVLCdjmike81MikeVLC
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
broken avatar :(
  • steviewonder87
  • Deleted Member
×
broken avatar :(
steviewonder87
This user is deleted :(
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.
broken avatar :(
×
broken avatar :(
Location: esvalencia
Date Registered: 23 March 2013
Last active: 3 years ago
Posts
191
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
×
MikeVLC's Groups
MikeVLC's Contact & Social Linksmikevlc1mikevlcmikevlcMikeVLCdjmike81MikeVLC
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


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.
Last Edit: February 18, 2016, 12:27:56 am by MikeVLC
broken avatar :(
  • steviewonder87
  • Deleted Member
×
broken avatar :(
steviewonder87
This user is deleted :(
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
(Image removed from quote.)

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.
broken avatar :(
×
broken avatar :(
Location: nlApeldoorn
Date Registered: 17 December 2013
Last active: 1 year ago
Posts
1,187
Respect
1,404Add +1
Forum Rank
Zombie Colossus
Primary Group
Community Scripter Elite
My Groups
More
My Contact & Social Links
More
Personal Quote
It aint much, if it aint Dutch
Signature
×
BluntStuffy's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
Oil Rig Beta Access
Oil Rig Beta Access
BluntStuffy's Contact & Social LinksBluntstuffy@BluntZombieBluntStuffyStuffyZombie
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
(Image removed from quote.)

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!!!
broken avatar :(
×
broken avatar :(
Location: nl
Date Registered: 22 September 2013
Last active: 4 weeks ago
Posts
327
Respect
Forum Rank
Perk Hacker
Primary Group
Community Mapper
My Groups
More
Personal Quote
Zombie Mapper and Gamer
Signature
My Custom Zombie Maps:

- Nazi zombie Legion
- City of Hell
- The Abandoned Mine
- The Last Undead House (Finished)

more custom zombie maps coming soon
×
gamer9294's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
gamer9294's Contact & Social Links
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
Marked as best answer by MikeVLC 8 years ago
broken avatar :(
×
broken avatar :(
Location: esvalencia
Date Registered: 23 March 2013
Last active: 3 years ago
Posts
191
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
×
MikeVLC's Groups
MikeVLC's Contact & Social Linksmikevlc1mikevlcmikevlcMikeVLCdjmike81MikeVLC
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


Last Edit: February 18, 2016, 01:47:57 pm by MikeVLC

 
Loading ...