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Updated MP Entities 1.00

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About This File

This file by DarthG updates the entity definitions used for GTK Radiant 1.4.0 for JAMP.

 

The central reason was to make it easier to understand what the meaning of keys and values are.

 

A secondary reason was to add keys and values that people didnt know about because they where not listed but availible.

 

The final reason was to add entities for a mod that is out there call hydroball.

 

This file is intended for JKA mappers using GTK Radiant.

 


 

File name: mp_entities.def

File size: 381 KB

 

Install:

For a default installation of GTK 1.4 and JKA you place this file:

C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\scripts

If you installed it some where else then you figure it out you should know.

 

 

Things that I did to improve this file:

 

1. I cleaned up all the entity definitions and orginized them to one style.

 

2. I redifined alot of Keys and their possible values.

 

3. I added alot of keys and values that are availible but not before added here.

 

4. I hunted down and added models for the in map view of items that there was a whole md3 for. (point is like medpack you actualy see a medpack where you used to see a blue box.

 

5. There where entities that where either repeats or didnt work so I typed over them because that cant be removed. If you try to remove them and go back into a map that you worked on it will have screwed up entities. The entities must be in the same order as the map was done in before.

 

For the ones that didnt work I didnt mess with them but I made the box that appears black.

 

for the repeat ones I wrote these in place. (there was two of them "item_seeker" and "NPC_spawner":

 

/*QUAKED Darth_G_Notes (1 .6 0) (-19 -36 0) (19 36 70)

===========DESCRIPTION============================

Version: 1.0

From Darth G:

 

This is where you will find the description of all entities.

 

The spawnflags definitions (the best I could find or know).

 

The possible keys and their values (the best I could find or know). I have added either through research of released MP code or original description. I may have also found it helpful to add some things of my experience.

 

I have done research into the game engine to add things available normally to the Q3 game engine and added them as well.

 

I added models that have no value in the BSP process and are only for your visual assistance in mapping.

 

Where there is no model it is because there wasnt one md3 that fit well in JKA assets. (In other words the weapons are multiple parts that make one when used so no one md3 could be named to show to you in the mapping.)

 

I have removed duplicate or error entities. Because you cant simply remove from this list I either made an entity that you cant use (like this one) or I made the box that appears in the editor black so you can recognize that it is messed up some how or another.

 

If you find anything incorrect please contact me at either WWW.Map-Center.COM or at my site WWW.DarthG.COM .

 

Should you need to find the file again its name is MP_entities.def just do a search for it.

 

If you feel you need to alter the file it is yours to do as you wish just open it in WordPad or notepad. I simply ask that you leave this 'entity' for credit to the hours or work I put in here. If you would like me to add something to a next version just send the info to me and Ill work it in.

 

The model I used for this entity would be a good reference to scale your maps to normal player size too.

 

Available entities added:

_Decal

 

Mod Specific entities added:

trigger_scoreboard (Hydroball)

trigger_playarea (Hydroball)

trigger_goal (Hydroball)

trigger_teamchoice (Hydroball)

trigger_weaponstrip (Hydroball)

info_start_position (Hydroball)

info_ball_spawn (Hydroball)

 

Hope this helps!

 

Happy mapping!

==============NOTES===============================

Special note to non experienced moders of this file. If you want to mod the order of entities in this list on the actual file you can not change the order and go back to a map that used a different order and deleting them really messes up the old maps BAD!!

 

This creates nothing in your map and will be completely disregarded in the BSP process.

=====MODEL FOR MAPPING VISUAL ONLY================

model="models\map_objects\roof_top\office_chair.md3"

======DO NOT SET AS KEY OR VALUE==================

*/

 

/*QUAKED Darth_G_Tips (1 .6 0) (-8 -8 -16) (8 8 16)

===========DESCRIPTION============================

Version: 1.0

From Darth G:

 

How to connect entities:

Two ways to connect entities. One is automatic and the other is manual.

 

Automatic: You first deselect all entities (press ESC twice) then select the triggering entity. Then select the target entity and press ctrl + K. This will cause the connection.

 

Manual: You first deselect all entities and then select the trigger entity and open the entity window (N) and add key:target and value:(unique name you want). Now deselect the trigger entity and select the target entity. Open the entity window and add key:targetname and value:(the same unique name you used in the target) remember that the names can not have spaces.

 

How to prevent leaks:

Two things I will share here is; 1 Most entity leaks are caused by using the space bar to reproduce an entity as a short cut. This is what causes the leaks. Just make them from scratch.

 

How and when to save:

Save as often as you would for anything you wouldn't want to lose but my tip is to save after any major changes with another name. Sometimes the saved file can be saved corrupted.

 

How to save FPS and texture work:

There is allot that can be done to save FPS but the one tip I will share here is to work your initial brush work in caulk.

 

 

Hope this helps!

 

Happy mapping!

 

==============NOTES===============================

This creates nothing in your map and will be completely disregarded in the BSP process.

===================================================

 

All else is explained in the entities I wrote.

 

Special thanks to those that made this possible:

(Between testing and actual key finding.)

BabySpinach

Lazarus

Kodo

Mercenary

ChernyVolk

harry666t

Szico VII

monsoontide

shadowknight

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


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Recommended Comments

Started using this on 1.4.0. Now every time I go to save a map it changes to world spawn to a classname CLASS_UNKNOWN. Did the same thing to every func_group on my map. What gives..... ?

 

 

*Edit* The only way to fix this for me is to open the .map in notepad and fix all the the entities by hand.... Also, after I uninstalled this retarded mp entities list there were like 15 strange cubes in the center of my map. Now my map refuses to compile properly and every single func_group has messed up keys for which it won't let me change in GTKRadiant... Thanks a lot.

 

 

*Edit* *Edit* All the wierd cubes on my maps are what USED to be entities. More than half the entities on my maps that were saved this mp_entities.def lost their "classname" key. Consequently, also causing saf_malloc memory errors when compiling light. Its going to take a couple hours to fix this at the very least.

 

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The file works fine - dont know what happened to you mug but the entity definitions dont change anything in the .map file. Unless you saved it with problems.

 

Been using it for years - just reinstalled radiant and reinstalled this to check - works fine. Not a broken file, sorry!

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Also see readme - "Special note to non experienced moders of this file. If you want to mod the order of entities in this list on the actual file you can not change the order and go back to a map that used a different order and deleting them really messes up the old maps BAD!!"

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Also, restoring the old .def file should fix all your issues if youve tried to edit an old map using the new entities! No need to do it manually ;o

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I did re-install the old .defs. It continued to disallow me from changing the classnames in GTKRadiant. I eventually got them all manually with notepad. Which took 3-4 hours. I don't know what the hell happened, but as soon as I opened the map with the new defs and saved the map it happened.

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You shouldnt change the entity list halfway through an old map - use it on a new map and itll work fine!

 

If you saved it then yeah...you cant reverse it. You could however just revert to the autosave.map or the mymapname.bak file from most recent compile (rename it to .map)

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Well that should very well be the first thing at the top of the page in big red letters. All it says is "Special note to non experienced moders of this file. If you want to mod the order of entities in this list on the actual file you can not change the order and go back to a map that used a different order and deleting them really messes up the old maps BAD!!". That's the closest warning, and it only suggests that it messes up the map if you change the order of the entities on his file and go back. It doesn't say, "Hey, if you install this and use it on a map made with the old .def you are going to lose 5 months of work in one fell stroke." Seriously?

 

The autosave and .bak don't do me any good since it autosaved whilst I was doing an hour or two of hint brush work with this new list. I didn't know there was an issue until it wouldn't compile. I've now got it to the point where I can compile it with shitty settings, but what else it did, I haven't a clue.

 

 

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Moral of the story, backups.

 

Hundreds of backups.

This is just a portion of the backups I have lying around from the old cosmos map:

wT6xG.jpg

Everytime you make any significant change. Use "save as" rather than save, and increment a version number. That way if something terrible happens to the current version, you only loose a few minutes of work.

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