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WzMap - The Enhanced Q3MAP2 alternative.


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Guest KENNITHH

Try having those ported models as static so they are loaded by the renderer.

Same thing happened but the compiler had to do way less, but good to know maybe is that there are 94 models and 1 that has to stay misc_model : http://pastebin.com/Y3tE5yHR

 

EDIT: Strangely enough when I remove all the models and compile, it still crashes.

EDIT EDIT: Whats even more strange is is that I now upgraded to Radiant 1.6.5 , used JA setup but changed everything to SOF2, then changed the q3map2.exe to 4gb and compiled my map and now it does compile, which it didn't do on 1.4 and its q3map2 :o meaning that my test project of porting CSGO map to SOF2 was accomplished ^^.

 

I do am still curious in how far your compiler might improve the map though. It still fails at the same location as before.

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Same thing happened but the compiler had to do way less, but good to know maybe is that there are 94 models and 1 that has to stay misc_model : http://pastebin.com/Y3tE5yHR

 

EDIT: Strangely enough when I remove all the models and compile, it still crashes.

EDIT EDIT: Whats even more strange is is that I now upgraded to Radiant 1.6.5 , used JA setup but changed everything to SOF2, then changed the q3map2.exe to 4gb and compiled my map and now it does compile, which it didn't do on 1.4 and its q3map2 :o meaning that my test project of porting CSGO map to SOF2 was accomplished ^^.

 

I do am still curious in how far your compiler might improve the map though. It still fails at the same location as before.

 

May have found your crash problem, although it would only happen if there are no draw surfaces on a model entity... Anyway, will post an updated version that should I hope bypass the crash in the first thread shortly.

 

EDIT: New updated link posted.

Archangel35757 likes this
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Guest KENNITHH

 

May have found your crash problem, although it would only happen if there are no draw surfaces on a model entity... Anyway, will post an updated version that should I hope bypass the crash in the first thread shortly.

 

EDIT: New updated link posted.

 

Apparently it's either my func_glass or func_group that was messing up the compile on WzMap.exe. I did it at the same time : removing the glass and ungrouped the brushes and it continued. So I'm not sure which one it is exactly (yet)

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Guest KENNITHH

Not trying to nag but I'm really interested in this if it'll improve the use of models in my maps

.. so continuing as the BSP stage can be completed , I'm now stuck at the VIS stage, I'm getting the hall of death effect when I compile the VIS stage and I can't see anything of the map, any ideas ?

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Not trying to nag but I'm really interested in this if it'll improve the use of models in my maps

.. so continuing as the BSP stage can be completed , I'm now stuck at the VIS stage, I'm getting the hall of death effect when I compile the VIS stage and I can't see anything of the map, any ideas ?

Was thinking about it. To make use of the model stuff in wzmap you would need to also import code from warzone mod into your sof mod. Wzmap uses the output from a game command I added to the mod to select where to place objects.

 

For vis issue. Try doing vis again. I have a feeling there is still an issue in vis though. Not sure if it's some change from bloodmap.

 

You might want to join our irc channel (see my signature) rather then chatting here :)

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  • 3 weeks later...

@@UniqueOne - that's cool but that is not what I meant... what I meant was, what is the largest image Shader you can use on a terrain entity? 1024x1024, 2048x2048, etc.?

 

What are you using to create the terrain? easygen?

 

I think the only limitation is the limitation of your video card. I am using 4k textures on a bunch of warzone stuff when the HD assets are enabled. I have a feeling the hardware limit is 8k (but am not totally sure). I have not tried using 8k textures though.

 

For terrain I use this program http://nemesis.thewavelength.net/index.php?p=8 mainly because I am not a mapper and find it fairly simple compared to the others I've seen.

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I think the only limitation is the limitation of your video card. I am using 4k textures on a bunch of warzone stuff when the HD assets are enabled. I have a feeling the hardware limit is 8k (but am not totally sure). I have not tried using 8k textures though.

 

For terrain I use this program http://nemesis.thewavelength.net/index.php?p=8 mainly because I am not a mapper and find it fairly simple compared to the others I've seen.

What 3D file formats can it import?

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Today I added the ability to specify that particular objects using the procedural geometry should be forced as solid.


 


This can be handy to override the shader's info (for example if you wish to re-use a non solid shader on a solid object to increase FPS and reduce memory usage).


 


 


I also added the ability to specify a shader for the cliff system to use.


 


 


Here is an example of the current mapname.climate options with descriptions.



[GRASS]
// Grass shaders for this map...
grassImage0=models/warzone/foliage/grasssnowpineforest
grassImage1=models/warzone/foliage/grasssnowpineforest2
grassImage2=models/warzone/foliage/grasssnowpineforest3

// Underwater grass shader for this map...
seaGrassImage=models/warzone/foliage/seagrass

[CLIFFS]
// Use the system that applies procedural cliff geometry to the map...
addCliffFaces=1

// Replace texture of the cliff faces with this one... Can use splat maps with warzone...
cliffShader=models/warzone/rocks/snowycliff

[TREES]
// Over-all tree scale multiplier...
treeScaleMultiplier=1.0

// Per-tree model filenames...
treeModel0=models/warzone/trees/forestpinesnow03.md3
treeModel1=models/warzone/trees/forestpinesnow04.md3
treeModel2=models/warzone/trees/forestpinesnow05.md3
treeModel3=models/warzone/trees/forestpinesnow03.md3
treeModel4=models/warzone/trees/forestpinesnow01.md3
treeModel5=models/warzone/trees/forestpinesnow03.md3
treeModel6=models/warzone/trees/forestpinesnow01.md3
treeModel7=models/warzone/trees/forestpinesnow01.md3
treeModel8=models/warzone/deadtrees/fallentreesnow01.md3
treeModel9=models/warzone/deadtrees/fallentreesnow01.md3
treeModel10=models/warzone/deadtrees/treestumpsnow01.md3
treeModel11=models/warzone/deadtrees/treestumpsnow01.md3

// Per-tree vertical offsets...
treeZoffset0=-48.0
treeZoffset1=-48.0
treeZoffset2=-64.0
treeZoffset3=-64.0
treeZoffset4=-72.0
treeZoffset5=-72.0
treeZoffset6=-86.0
treeZoffset7=-86.0
treeZoffset8=18.0
treeZoffset9=24.0
treeZoffset10=-16.0
treeZoffset11=-24.0

// Per-tree model scales...
treeScale0=8.0
treeScale1=8.0
treeScale2=10.0
treeScale3=10.0
treeScale4=12.0
treeScale5=12.0
treeScale6=14.0
treeScale7=14.0
treeScale8=2.0
treeScale9=3.0
treeScale10=0.5
treeScale11=0.7

// Only allow this type on slopes less steep then this...
treeForcedMaxAngle0=0
treeForcedMaxAngle1=0
treeForcedMaxAngle2=0
treeForcedMaxAngle3=0
treeForcedMaxAngle4=0
treeForcedMaxAngle5=0
treeForcedMaxAngle6=0
treeForcedMaxAngle7=0
treeForcedMaxAngle8=12.0
treeForcedMaxAngle9=12.0
treeForcedMaxAngle10=12.0
treeForcedMaxAngle11=12.0

// Always force a buffer of this radius around the object...
treeForcedBufferDistance0=256.0
treeForcedBufferDistance1=256.0
treeForcedBufferDistance2=384.0
treeForcedBufferDistance3=384.0
treeForcedBufferDistance4=420.0
treeForcedBufferDistance5=420.0
treeForcedBufferDistance6=512.0
treeForcedBufferDistance7=512.0
treeForcedBufferDistance8=768.0
treeForcedBufferDistance9=768.0
treeForcedBufferDistance10=512.0
treeForcedBufferDistance11=512.0

// Never place another of the same object within this radius...
treeForcedDistanceFromSame0=1024.0
treeForcedDistanceFromSame1=1024.0
treeForcedDistanceFromSame2=1024.0
treeForcedDistanceFromSame3=1024.0
treeForcedDistanceFromSame4=1024.0
treeForcedDistanceFromSame5=1024.0
treeForcedDistanceFromSame6=1024.0
treeForcedDistanceFromSame7=1024.0
treeForcedDistanceFromSame8=3096.0
treeForcedDistanceFromSame9=2048.0
treeForcedDistanceFromSame10=1200.0
treeForcedDistanceFromSame11=4096.0

// Force full solidity on this object (still culls tiny surfaces)...
treeForcedFullSolid0=0
treeForcedFullSolid1=0
treeForcedFullSolid2=0
treeForcedFullSolid3=0
treeForcedFullSolid4=0
treeForcedFullSolid5=0
treeForcedFullSolid6=0
treeForcedFullSolid7=0
treeForcedFullSolid8=1
treeForcedFullSolid9=1
treeForcedFullSolid10=1
treeForcedFullSolid11=1

And here is a pic from that climate type added to a basic terrain, ingame.


 


r4gbjsS.jpg

Smoo likes this
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  • 4 months later...

So has any one figured out how to use it and it not just instantly crash?

 

The versions posted on here are fairly old and may have been compiled with intel c++, so that may be the reason you crashed (if you have an amd cpu).

 

The latest version (no longer using intel c++) is available on our assets repo, in this folder (the only file you should actually need if you downloaded the older version is WzMap.exe): https://github.com/Stoiss/WZassets/tree/master/WARZONE_TEST_BUILD/WzMap

AngelModder likes this
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The versions posted on here are fairly old and may have been compiled with intel c++, so that may be the reason you crashed (if you have an amd cpu).

 

The latest version (no longer using intel c++) is available on our assets repo, in this folder (the only file you should actually need if you downloaded the older version is WzMap.exe): https://github.com/Stoiss/WZassets/tree/master/WARZONE_TEST_BUILD/WzMap

Thanks mate! It is a brilliant step for some of us larger map makers :D!

Stoiss likes this
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Guess while i'm here, I should post another <mapname>.climate file showing some of the newer options of wzmap.

 

WzMap can now procedurally add ledges and city objects (objects near a specified point) to a map. The ini should be pretty self explanitory.

[GENERAL]
// Force WzMap to generate all models as meta surfaces... Much slower compiled, but better?
forcedModelMeta=0

caulkifyCrap=1

[GRASS]
grassImage0=models/warzone/foliage/maingrass2
grassImage1=models/warzone/foliage/maingrass3
grassImage2=models/warzone/foliage/maingrass4
seaGrassImage=models/warzone/foliage/seagrass

[CLIFFS]
// Use the system that applies procedural cliff geometry to the map...
addCliffFaces=1

// Use the low poly cliff models only...
cheapCliffs=0

// Scale cliff sizes by this value...
cliffFacesScale=1.0

// Only scale the cliff's X and Y axis (horizontal)...
cliffScaleOnlyXY=0

// Cliff face addition cull distance modifier (multiplier of distance from another to not add a new cliff)...
cliffFacesCullScale=0.0

// Replace texture of the cliff faces with this one... Can use splat maps with warzone...
cliffShader=textures/scarif/cliff

[LEDGES]
// Use the system that applies procedural ledge geometry to the map...
addLedgeFaces=1

// Scale ledge sizes by this value...
ledgeFacesScale=1.4

// Ledge addition cull distance modifier (multiplier of distance from another to not add a new ledge)...
ledgeFacesCullScale=3.0

// Minimum and maximum terrain angles that are ok to add ledges for...
ledgeMinSlope=12.0
ledgeMaxSlope=43.0

// Replace texture of the ledge faces with this one (generally should match your basic ground shader)... Can use splat maps with warzone...
ledgeShader=textures/scarif/sand

[CITY]
// Coordinates of the center of the city...
//cityLocationX=-12657
//cityLocationY=-12751
//cityLocationZ=1781

// Radius around the center to add buildings...
//cityRadius=8192.0

// Coordinates of the center of the second city...
//city2LocationX=-25128
//city2LocationY=25630
//city2LocationZ=2599

// Radius around the third city center to add buildings...
//city2Radius=2048.0

// Coordinates of the center of the second city...
//city3LocationX=11072
//city3LocationY=25210
//city3LocationZ=2384

// Radius around the third city center to add buildings...
//city3Radius=1300.0

// Over-all building scale multiplier...
cityScaleMultiplier=1.0

// Cliff face cull radius (don't add object within this radius of a cliff)...
cliffFacesCullScale=0.75

// Per-building model filenames...
//cityModel0=models/warzone/tatooine/cantina.md3
//cityModel1=models/map_objects/desert/landing_light.md3
//cityModel2=models/map_objects/desert/landing_light.md3
//cityModel3=models/map_objects/desert/landing_light.md3
//cityModel4=models/map_objects/desert/landing_light.md3
//cityModel5=models/map_objects/desert/landing_light.md3
//cityModel6=models/map_objects/desert/landing_light.md3
//cityModel7=models/map_objects/desert/landing_light.md3
//cityModel8=models/map_objects/desert/landing_light.md3
//cityModel9=models/map_objects/desert/landing_light.md3
//cityModel10=models/map_objects/desert/landing_light.md3
//cityModel11=models/map_objects/desert/landing_light.md3
//cityModel12=models/map_objects/desert/landing_light.md3
//cityModel13=models/warzone/tatooine/tatooinebuilding01.md3
//cityModel14=models/warzone/tatooine/tatooinebuilding02.md3
//cityModel15=models/warzone/tatooine/tatooinebuilding03.md3
//cityModel16=models/warzone/tatooine/tatooinebuilding04.md3
//cityModel17=models/warzone/tatooine/tatooinebuilding05.md3
//cityModel18=models/warzone/tatooine/tatooinebuilding06.md3
//cityModel19=models/map_objects/desert/landing_light.md3

// Per-building model scales...
cityScale0=0.5
cityScale1=0.333
cityScale2=0.333
cityScale3=0.333
cityScale4=0.333
cityScale5=0.333
cityScale6=0.333
cityScale7=0.333
cityScale8=0.333
cityScale9=0.333
cityScale10=0.333
cityScale11=0.333
cityScale12=0.333
cityScale13=1.0
cityScale14=3.0
cityScale15=1.0
cityScale16=1.0
cityScale17=1.0
cityScale18=1.25
cityScale19=0.333

// Per-building vertical offsets...
//cityZoffset0=5.25
cityZoffset0=8.5
cityZoffset1=8.0
cityZoffset2=8.0
cityZoffset3=8.0
cityZoffset4=8.0
cityZoffset5=8.0
cityZoffset6=8.0
cityZoffset7=8.0
cityZoffset8=8.0
cityZoffset9=8.0
cityZoffset10=8.0
cityZoffset11=8.0
cityZoffset12=8.0
cityZoffset13=-36.0
cityZoffset14=-96.0
cityZoffset15=-36.0
cityZoffset16=-36.0
cityZoffset17=-36.0
cityZoffset18=-48.0
cityZoffset19=8.0

// Only allow this type on slopes less steep then this...
cityForcedMaxAngle0=0.1
cityForcedMaxAngle1=16.0
cityForcedMaxAngle2=16.0
cityForcedMaxAngle3=16.0
cityForcedMaxAngle4=16.0
cityForcedMaxAngle5=16.0
cityForcedMaxAngle6=16.0
cityForcedMaxAngle7=16.0
cityForcedMaxAngle8=16.0
cityForcedMaxAngle9=16.0
cityForcedMaxAngle10=16.0
cityForcedMaxAngle11=16.0
cityForcedMaxAngle12=16.0
cityForcedMaxAngle13=1.0
cityForcedMaxAngle14=6.0
cityForcedMaxAngle15=1.0
cityForcedMaxAngle16=1.0
cityForcedMaxAngle17=1.0
cityForcedMaxAngle18=1.25
cityForcedMaxAngle19=16.0

// Always force a buffer of this radius around the object...
cityForcedBufferDistance0=768.0
cityForcedBufferDistance1=256.0
cityForcedBufferDistance2=256.0
cityForcedBufferDistance3=256.0
cityForcedBufferDistance4=256.0
cityForcedBufferDistance5=256.0
cityForcedBufferDistance6=256.0
cityForcedBufferDistance7=256.0
cityForcedBufferDistance8=256.0
cityForcedBufferDistance9=256.0
cityForcedBufferDistance10=256.0
cityForcedBufferDistance11=256.0
cityForcedBufferDistance12=256.0
cityForcedBufferDistance13=1024.0
cityForcedBufferDistance14=1500.0
cityForcedBufferDistance15=1024.0
cityForcedBufferDistance16=1500.0
cityForcedBufferDistance17=1500.0
cityForcedBufferDistance18=1024.0
cityForcedBufferDistance19=64.0

// Never place another of the same object within this radius...
cityForcedDistanceFromSame0=0
cityForcedDistanceFromSame1=256.0
cityForcedDistanceFromSame2=256.0
cityForcedDistanceFromSame3=256.0
cityForcedDistanceFromSame4=256.0
cityForcedDistanceFromSame5=256.0
cityForcedDistanceFromSame6=256.0
cityForcedDistanceFromSame7=256.0
cityForcedDistanceFromSame8=256.0
cityForcedDistanceFromSame9=256.0
cityForcedDistanceFromSame10=256.0
cityForcedDistanceFromSame11=256.0
cityForcedDistanceFromSame12=256.0
cityForcedDistanceFromSame13=0
cityForcedDistanceFromSame14=1500.0
cityForcedDistanceFromSame15=0
cityForcedDistanceFromSame16=0
cityForcedDistanceFromSame17=0
cityForcedDistanceFromSame18=1200.0
cityForcedDistanceFromSame19=1400.0

// Force full solidity on this object (1 still culls tiny surfaces. 2 disabled all culling)... 
cityForcedFullSolid0=1
cityForcedFullSolid1=2
cityForcedFullSolid2=2
cityForcedFullSolid3=2
cityForcedFullSolid4=2
cityForcedFullSolid5=2
cityForcedFullSolid6=2
cityForcedFullSolid7=2
cityForcedFullSolid8=2
cityForcedFullSolid9=2
cityForcedFullSolid10=2
cityForcedFullSolid11=2
cityForcedFullSolid12=2
cityForcedFullSolid13=1
cityForcedFullSolid14=1
cityForcedFullSolid15=1
cityForcedFullSolid16=1
cityForcedFullSolid17=1
cityForcedFullSolid18=1
cityForcedFullSolid19=1

overrideShader0=
overrideShader1=
overrideShader2=
overrideShader3=
overrideShader4=
overrideShader5=
overrideShader6=
overrideShader7=
overrideShader8=
overrideShader9=
overrideShader10=
overrideShader11=
overrideShader12=
overrideShader13=
overrideShader14=
overrideShader15=
overrideShader16=
overrideShader17=
overrideShader18=
overrideShader19=

cityCentralOneOnly0=1
cityCentralOneOnly1=1
cityCentralOneOnly2=1
cityCentralOneOnly3=1
cityCentralOneOnly4=1
cityCentralOneOnly5=1
cityCentralOneOnly6=1
cityCentralOneOnly7=1
cityCentralOneOnly8=1
cityCentralOneOnly9=1
cityCentralOneOnly10=1
cityCentralOneOnly11=1
cityCentralOneOnly12=1
cityCentralOneOnly13=0
cityCentralOneOnly14=0
cityCentralOneOnly15=0
cityCentralOneOnly16=0
cityCentralOneOnly17=0
cityCentralOneOnly18=0
cityCentralOneOnly19=0

[TREES]
// Over-all tree scale multiplier...
treeScaleMultiplier=1.0

// What percentage of the trees should we actually use? (Uses randomness to select - Handy to create groups of trees)
treeAssignPercent=35

// Cliff face cull radius (don't add object within this radius of a cliff)...
cliffFacesCullScale=0.75

// Per-tree model filenames...
treeModel0=models/warzone/trees/scarifpalmsmall01.md3
treeModel1=models/warzone/trees/scarifpalmsmall02.md3
treeModel2=models/warzone/trees/scarifpalmsmall01.md3
treeModel3=models/warzone/trees/scarifpalmsmall02.md3
treeModel4=models/warzone/trees/scarifpalm01.md3
treeModel5=models/warzone/trees/scarifpalm02.md3
treeModel6=models/warzone/trees/scarifpalm03.md3
treeModel7=models/warzone/trees/scarifpalm04.md3
treeModel8=models/warzone/trees/scarifpalm01.md3
treeModel9=models/warzone/trees/scarifpalm02.md3
treeModel10=models/warzone/trees/scarifpalm03.md3
treeModel11=models/warzone/trees/scarifpalm04.md3
treeModel12=models/warzone/trees/scarifpalm01.md3
treeModel13=models/warzone/trees/scarifpalm02.md3
treeModel14=models/warzone/trees/scarifpalm03.md3
treeModel15=models/warzone/trees/scarifpalm04.md3

// Per-tree vertical offsets...
treeZoffset0=-32.0
treeZoffset1=-32.0
treeZoffset2=-32.0
treeZoffset3=-32.0
treeZoffset4=-32.0
treeZoffset5=-32.0
treeZoffset6=-32.0
treeZoffset7=-32.0
treeZoffset8=-48.0
treeZoffset9=-48.0
treeZoffset10=-48.0
treeZoffset11=-48.0
treeZoffset12=-64.0
treeZoffset13=-64.0
treeZoffset14=-64.0
treeZoffset15=-64.0

// Per-tree model scales...
treeScale0=2.0
treeScale1=2.0
treeScale2=2.0
treeScale3=2.0
treeScale4=1.0
treeScale5=1.0
treeScale6=1.0
treeScale7=1.0
treeScale8=2.0
treeScale9=2.0
treeScale10=2.0
treeScale11=2.0
treeScale12=4.0
treeScale13=4.0
treeScale14=4.0
treeScale15=4.0

// Only allow this type on slopes less steep then this...
treeForcedMaxAngle0=0.0
treeForcedMaxAngle1=0.0
treeForcedMaxAngle2=0.0
treeForcedMaxAngle3=0.0
treeForcedMaxAngle4=0.0
treeForcedMaxAngle5=0.0
treeForcedMaxAngle6=0.0
treeForcedMaxAngle7=0.0
treeForcedMaxAngle8=0.0
treeForcedMaxAngle9=0.0
treeForcedMaxAngle10=0.0
treeForcedMaxAngle11=0.0
treeForcedMaxAngle12=0.0
treeForcedMaxAngle13=0.0
treeForcedMaxAngle14=0.0
treeForcedMaxAngle15=0.0

// Always force a buffer of this radius around the object...
treeForcedBufferDistance0=64.0
treeForcedBufferDistance1=64.0
treeForcedBufferDistance2=64.0
treeForcedBufferDistance3=64.0
treeForcedBufferDistance4=64.0
treeForcedBufferDistance5=64.0
treeForcedBufferDistance6=64.0
treeForcedBufferDistance7=64.0
treeForcedBufferDistance8=64.0
treeForcedBufferDistance9=64.0
treeForcedBufferDistance10=64.0
treeForcedBufferDistance11=64.0
treeForcedBufferDistance12=64.0
treeForcedBufferDistance13=64.0
treeForcedBufferDistance14=64.0
treeForcedBufferDistance15=64.0

// Never place another of the same object within this radius...
treeForcedDistanceFromSame0=0.0
treeForcedDistanceFromSame1=0.0
treeForcedDistanceFromSame2=0.0
treeForcedDistanceFromSame3=0.0
treeForcedDistanceFromSame4=4096.0
treeForcedDistanceFromSame5=4096.0
treeForcedDistanceFromSame6=4096.0
treeForcedDistanceFromSame7=4096.0
treeForcedDistanceFromSame8=4096.0
treeForcedDistanceFromSame9=4096.0
treeForcedDistanceFromSame10=4096.0
treeForcedDistanceFromSame11=4096.0
treeForcedDistanceFromSame12=8192.0
treeForcedDistanceFromSame13=8192.0
treeForcedDistanceFromSame14=8192.0
treeForcedDistanceFromSame15=8192.0

// Force full solidity on this object (still culls tiny surfaces)...
treeForcedFullSolid0=0
treeForcedFullSolid1=0
treeForcedFullSolid2=0
treeForcedFullSolid3=0
treeForcedFullSolid4=0
treeForcedFullSolid5=0
treeForcedFullSolid6=0
treeForcedFullSolid7=0
treeForcedFullSolid8=0
treeForcedFullSolid9=0
treeForcedFullSolid10=0
treeForcedFullSolid11=0
treeForcedFullSolid12=0
treeForcedFullSolid13=0
treeForcedFullSolid14=0
treeForcedFullSolid15=0

overrideShader0=
overrideShader1=
overrideShader2=
overrideShader3=
overrideShader4=
overrideShader5=
overrideShader6=
overrideShader7=
overrideShader8=
overrideShader9=
overrideShader10=
overrideShader11=
overrideShader12=
overrideShader13=
overrideShader14=
overrideShader15=

Smoo and AngelModder like this
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I'm not exactly fimiliar with WZ. Untill this I'd never even heard of it to be honest. Got nothing against the idea but I need to finish JH3 first. :D

ofc that one need to get done for sure :P really nice map you got going on there :) loved JH V2 a lot and have used ours on it in my young JKA days with JaPlus :D

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