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"Ignoring surfaces... the max is 32 surfaces" warning (resulting in missing texture) on nightly builds binaries #58

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The-Gig opened this issue May 28, 2019 · 5 comments

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@The-Gig
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The-Gig commented May 28, 2019

An user on Discord reported to me about a problem he noticed while using a certain third party model with OA nightly build binaries.

The model is this one
http://en.ws.q3df.org/models/downloads/q3mdl-q4hybrid.zip
it's a quite "heavy" model, the zip even contains two pk3 files, one with lower and one with higher polycount.

If using nightly builds binaries, the model's face is shown as "missing texture", as are the "holograms" it generates during its idle animation. In console there is "WARNING: Ignoring surfaces in 'models/players/q4hybrid/lower_classica.skin', the max is 32 surfaces!" message.

If using classic OA 0.8.8 binaries, instead, that specific warning is not shown and model's face and its "holograms" are shown correctly.

Here you can see a comparison between classic 0.8.8 binaries and nightly build binaries:
shot0093
shot0094
(By the way, by doing this test I see that playing the game with nightly build binaries -with same settings- it looks noticeably darker - I was using Windows 10 with an ATI card, with the game in "windowed" mode, but the same also happens in "fullscreen").

Side notes: using the model shows some issues in general, I just mention them here to say it's not a model I think I would actually use, despite some cool things:

  • I don't like the fact that in the idle animation the model moves away from its hitbox, making it an harder target.
  • Some of its skins appear to rely in some Q3A textures, so with some skins part of its body is just transparent (invisible). This seems to happen the same with 0.8.8 and nightly builds binaries.
@leilei-
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leilei- commented May 29, 2019

Welcome to 'art piece models'. The Q4* models were originally intentionally pushing the limits of Q3 in unsafe ways to support way too many texture usage and way too many vertex morphed frames.

@leilei-
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leilei- commented May 29, 2019

Also it "looks darker" because you were using intensity (aka cheater's brightness) in your first shot. Overbrights and gamma should properly work in the latest.

@ghost
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ghost commented Jun 7, 2019

ioquake#261

@The-Gig
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The-Gig commented Jun 8, 2019

So, there is already a fix which might be backported? ioquake@904bbc1
Thank you Kuehnhammer...

@ghost
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ghost commented Jun 8, 2019

Yeah, with this fix the model loads without any issues again. I mean, I don't know OpenArena code by heart, but because it's basically ioquake3 I think the fix should work for OpenArena too.

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