Q3mme running out of fx_megs.
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Post by Q3mme running out of fx_megs. on Oct 16, 2014 13:29:59 GMT 1
Hello All, as the title says i got some issues with q3mme and custom fx-scripts. For the Rocket-Impact i want some flares which are emitting particles themselfes. However at most rocketimpacts my q3mme crashes. Telling me Q3mme running out of fx_megs. Increase the value. Sure i tried to increase the value from 2 to 16 to 32 .. 512. Wont make a diffrence. I got recently told that this might occure with "cutted" demos but i got that issue on cutted and complete demos aswell. However this is the scriptsnippet which is responsible for the crashes: pastebin.com/VsHiH2N2Any ideas? Greetings farnish
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Post by auri on Oct 17, 2014 10:55:02 GMT 1
Hello farnish,
I cannot help you with this. I hope the next person after me answers this for you, good luck!
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Post by santile on Oct 19, 2014 18:29:53 GMT 1
o/ farnish, q3mme crashes when there are too many entities in the scene. It's not like your computer can't handle it, but the engine can't manage that many entities! What you can do is: -reduce the entity count. -instead of having a shitload of entities, make the illusion of having them, while actually using much less of them. Here's an example: One would say when he see these explosions that the entity count must be really high. But if you look closely... .. you realise that they're texture layers :^D And the trails use a custom texture to give the effect that it's waay more complex. I'd be surprised if the entity count is higher than 2000. Even 1000. Actually, games nowadays are like this. (aka "making an efficient use of resources") I could write a more complex post about this, but I'd rather make a thread in that case . Cheers ps: legless or renk could give you a more clear and clever idea of what I mean.
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Post by ent on Oct 20, 2014 14:11:51 GMT 1
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Post by eq on Oct 24, 2014 16:06:57 GMT 1
You're trying to make a rocket/explosion which emits some sprites, which in turn have a trail? Like ? In that case I don't see the fault in your script, it shouldn't create too make sprites or be recursive. Try changing the distance to 3 rather than 0.3, which is unnecessarily small. There seem to be a couple mistakes though: You used the variable parentvelocity, but parentvelocity will be 0 for a rocket impact. Also you didn't specify a model, but you used the command 'anglesmodel'. I use wolfcam, which doesn't let you script after writing a render command such as anglesmodel, so I'm not 100% qualified to critique your script though. I can upload the code I used in my above screenshot if you want.
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Post by santile on Oct 25, 2014 11:01:03 GMT 1
You're trying to make a rocket/explosion which emits some sprites, which in turn have a trail? Like ? In that case I don't see the fault in your script, it shouldn't create too make sprites or be recursive. Try changing the distance to 3 rather than 0.3, which is unnecessarily small. There seem to be a couple mistakes though: You used the variable parentvelocity, but parentvelocity will be 0 for a rocket impact. Also you didn't specify a model, but you used the command 'anglesmodel'. I use wolfcam, which doesn't let you script after writing a render command such as anglesmodel, so I'm not 100% qualified to critique your script though. I can upload the code I used in my above screenshot if you want. Q3mme has got looots of bugs compared to wolfcam. Scripts simply crash for no reason many times.
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Post by legless on Oct 30, 2014 12:45:36 GMT 1
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Post by farnish on Oct 30, 2014 22:11:27 GMT 1
Thanks guys for your replies. @ eq: Exactly this is what im planning to set up for my scripts. I tried the change of the distance didnt helped much though. If you dont mind i would give your shaders a try. @ legless: Thanks for sharing the script code. You propably created those shaders for QL, so im not sure if they would work. But i cant try them since you created your own shaders files i belive: Missing lglsSmokeCloud lglsMark1 lglsMark2 lglsMark3 lglsMark4 lglsMark5 .. Would be glad if you could link them aswell. Thanks guys and have a nice weekend
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Post by legless on Oct 31, 2014 9:32:55 GMT 1
Sorry, i wont release my shaders. Just replace them all with sunFlare just to see how script works.
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Post by farnish on Oct 31, 2014 9:50:56 GMT 1
Ok, ill give it a try right now
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Post by farnish on Oct 31, 2014 10:02:00 GMT 1
fxError: ' Unknown Token t5' in line 't5 0.2 + rand*0.2' in script 'weapon/rocket/impact'
Propably some variables or definitions not allowed in q3mme?
You propably used Wolfcam?
Greetings farnish
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Post by legless on Oct 31, 2014 10:10:56 GMT 1
Aw, you're right, this is for wolfcam. Try this? It's the part where particles with trail are emitted. pastebin.com/raw.php?i=jMGYm0gPIf this wont work, then i guess you have to make them with textures as santile described here. q3mme.proboards.com/post/2817/thread(but im not sure if q3mme supports big animmaps which are needed for this)
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Post by farnish on Oct 31, 2014 10:18:47 GMT 1
I just tried to reduce some of the effects like explosions light and some Sparks. I tested this script: pastebin.com/uHHHi0zxand if i passed through the demo almost frame for frame i recognized this : postimg.org/image/rcp7zogvt/So i think some variables or functions are ******ed?? Ill try your suggestion now aswell
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Post by farnish on Oct 31, 2014 10:22:31 GMT 1
For your script: I had to remove the 'sink 0' But q3mme crashes at every explosion :/
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Post by eq on Nov 2, 2014 22:33:07 GMT 1
Farnish: Here is a link to my fx code and shader for the stone. And here is a (probably temporary) link to the skin and model for the stones. They aren't mine, I think they came from someone on this forum...ferrbaes or something maybe? The fx script is mine though.
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