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CaptainCrazy

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Everything posted by CaptainCrazy

  1. Everytime you say "THE JEDI ARE TAKING OVAH!" i can hear it in my head lol.
  2. This was one of my fav features on Battlefront 1, man i miss that game xD
  3. No thanks but good idea anyway
  4. It's funny that you mention having to contain a readme actually. Just the other day i uploaded a file and, for some reason, i felt compelled to include a readme in it lol. Maybe it's because i used to make things for HaloMaps and it's required there, so perhaps it's just normal for me to do it here too xD
  5. Well that's how it works in UDK but i wasn't sure if this engine was too old for that sort of technical stuff xD
  6. Here's how i'm guessing it happens but i may be wrong.. You pre-make your cutscene using, i dunno a recorder or whatever, as in you do the walking around or whatever you want to happen in your scene, or you just make a movie let's say. The movie format for the Q3 Engine is .ROQ so you'd then convert your movie to .ROQ. In the map i'm guessing that you have something that triggers that movie to play so when the player walks into that trigger the movie then plays. This may shed a little more light on it, it's the same engine made by ID so it should be almost exactly the same: http://www.planetwolfenstein.com/tramdesign/tutorials/tut_roq.html A good idea may be to open up a SP map in Radiant and look at where the trigger(s) are/is, because you'll notice in the .PK3 there's a folder called 'videos' so the triggers must obviously point to the corresponding video and such so check it out
  7. I truly wish you the best in finding those things! I personally hate scripting it's like the theory work of wood class in high school lol.
  8. So i've started to make terrain/displacement and i've put a few into Radiant, walked around on them in-game, etc. But i'd like to know what is a safe amount of poly's to use when making terrain? Obviously i don't want to lag things out, i mean i didn't witness any lag when walking around on my map but that's because the terrain was the only thing on it pretty much. The reason i ask is because i may wish to make some semi-outdoors maps with a few hills or mountains and such so i'd like to refine the process a little and find an equal balance. Thanks!
  9. You could possibly try Newgrounds, they have a lot of voice actors that help for free so i'm pretty sure there'd be one willing to help you with this. Worth a try i suppose
  10. Yeh sadly i think he only made this for 1.4 because he stopped further work on it after that due to the fact that people weren't purchasing the retail version of it. It lines up to the grid pretty well as long as you use the grid snap in 3DS and have it setup in increments of 8, like 8 to 128 I did think about the re-saving thing but wasn't sure if it would work or not xD One thing that i've noticed is that, when saved and opened in 1.5, curved walls pretty much get messed up. So for now i think i'll stick to 1.4 until i can figure out a way to make it work perfectly with 1.5.
  11. Could somebody give me a rundown of what JA++ is? lol
  12. I always go here first when looking for free 3D models xD I don't think the things that you require are here though, i doubt it but they still have some nice SW models http://tf3dm.com/3d-models/star-wars/1
  13. Version (2.22)

    380 downloads

    Very handy tool for creating maps and exporting as .MAP from 3DS Max to GtkRadiant. If you have any questions or problems then let me know! Note: It seems to work best with GtkRadiant 1.4.0 as this version of Radiant is best suited for JKA. ====================================================================== Just drag and drop "GLBuilderV2_22max4-8.ms" into 3DS Max or 'RUN' it via the Max script menu. Enjoy! Copyright © 2013 maple3D.com, All Rights Reserved. Created by Michael Little Game Level Builder 2.22 (for 3ds max™ 3-2008, Viz and gmax®) updated:7 Dec 2007 Game Level Builder 2.2 Rated Champion of the Month by Pixel (France) in magazine No. 85. GLB 2.22 is a free tool set for creating convex solid geometry (csg) based game levels in Autodesk's 3ds max®, VIZ® and gmax®, It is an essential tool for building Half-Life®, Counter-Strike® and Quake® Levels. Building your level is easy, all you have to do is draw where you want your walls to be created, and then click on the walls where you would like doors or windows placed. Floors can be created with a single click and then copied to make ceilings. GLB2 is very useful for making buildings of any kind in max. You can make pipes or any other loft based object with PipeMax script (included). It's possible with PipeMax to make, Pipes, Tunnels, Arches, Roofs, Stairs, and even any lathe type object such as a hollow sphere or vase. GLB2 also includes 'Handy Cam' a first person camera that lets you walk around your level easily. 'Handy Cam' can be set to create a spline along the path of the camera, which can then be used to make roller-coaster shaped walls or pipes. Another use for this path is to render walk-throughs of your level. Ever wanted to make a fly-through animation of a building but found moving and keyframing the camera a pain, well not anymore. GLB now includes Map Exporter 1.0 Limited Edition. A custom written script to export your levels to .map files in seconds, allowing you to add entities in WorldCraft® or a similar level editior. Note: Map Exporter LE does not export texture coordinates, for full texture support and much much more, check out Convexity our professional level design package. NEW features in Version 2.22: Updated Map Exporter LE so map files are now compatible with GTK Radiant. All walls are now made convex, so you don't have to worry so much about making walls turn on the level to stop twisted faces. Floor tool has been improved so that floors created on slopes work more reliably. Holes that could sometimes occur in floors due to a spline not being correctly extruded have been fixed. Floor pieces are now editable meshes, not extruded splines. 04 version updated for 3ds max 9 - 2008 and has been improved to work with dual monitor setups.
  14. So after two days of hunting around i finally found this script that allows you to export your maps from 3DS Max 2013, and probably earlier or later versions (i haven't had time to test it yet) I'll upload it to JKHub but if you want the tool used to create brushes from splines then you'll need to message me but i only use it to make things quicker xD This only seems to work best with GtkRadiant 1.4.0 but that's still not a problem http://www.youtube.com/watch?v=ybJXNMFM3_s
  15. I tried that one, doesn't seem to work but i just came across one that does!!! *dances like a crazy fool* Made this in 3DS and exported to .MAP To be honest, lack of such a tool/exporter has been putting me off making maps for JKA but this tool allows you you make convex geometry (brushes) from lines/arcs, etc. Being able to make maps in 3DS Max is just so great for me!
  16. If you could give me a link i can certainly try it out. I've tried 2 but both seem to yield same results
  17. I have a tool that does it yes but i'm still trying to work it out because when opened in text editor the text is slightly different. If you know how to convert .VMF to .MAP then it'd be a start. For some reason the map exports as this and Radiant opens it but it says 0 brushes lol. { "classname" "worldspawn" "mapversion" "220" "wad" "\sierra\half-life\valve\halflife.wad" { ( 78 138 0 ) ( -138 138 0 ) ( -122 122 0 ) notex [ 0.9968 0.0797 0 0 ] [ 0.0797 -0.9968 0 0 ] 0 1 1 //NM 0 ( 78 138 128 ) ( 62 122 128 ) ( -122 122 128 ) notex [ 0.9968 0.0797 0 0 ] [ -0.0797 0.9968 0 0 ] 0 1 1 //NM 0 ( 62 122 128 ) ( 62 122 0 ) ( -122 122 0 ) notex [ 0.8209 0 0.5711 0 ] [ -0.5711 0 0.8209 0 ] 0 1 1 //NM 0 ( 78 138 128 ) ( 78 138 0 ) ( 62 122 0 ) notex [ 0.1231 0.1231 0.9847 0 ] [ -0.6963 -0.6963 0.1741 0 ] 0 1 1 //NM 0 ( -138 138 128 ) ( -138 138 0 ) ( 78 138 0 ) notex [ -0.8603 0 0.5098 0 ] [ 0.5098 0 0.8603 0 ] 0 1 1 //NM 0 ( -122 122 128 ) ( -122 122 0 ) ( -138 138 0 ) notex [ 0.1231 -0.1231 0.9847 0 ] [ -0.6963 0.6963 0.1741 0 ] 0 1 1 //NM 0 } { ( 78 -8 0 ) ( 78 138 0 ) ( 62 122 0 ) notex [ 0.1222 -0.9925 0 0 ] [ -0.9925 -0.1222 0 0 ] 0 1 1 //NM 0 ( 78 -8 128 ) ( 62 8 128 ) ( 62 122 128 ) notex [ 0.1222 -0.9925 0 0 ] [ 0.9925 0.1222 0 0 ] 0 1 1 //NM 0 ( 62 8 128 ) ( 62 8 0 ) ( 62 122 0 ) notex [ 0 -0.6651 0.7468 0 ] [ 0 0.7468 0.6651 0 ] 0 1 1 //NM 0 ( 78 -8 128 ) ( 78 -8 0 ) ( 62 8 0 ) notex [ 0.1231 -0.1231 0.9847 0 ] [ -0.6963 0.6963 0.1741 0 ] 0 1 1 //NM 0 ( 78 138 128 ) ( 78 138 0 ) ( 78 -8 0 ) notex [ 0 0.7519 0.6592 0 ] [ 0 -0.6592 0.7519 0 ] 0 1 1 //NM 0 ( 62 122 128 ) ( 62 122 0 ) ( 78 138 0 ) notex [ -0.1231 -0.1231 0.9847 0 ] [ 0.6963 0.6963 0.1741 0 ] 0 1 1 //NM 0 } { ( -52 -8 0 ) ( 78 -8 0 ) ( 62 8 0 ) notex [ -0.9903 -0.139 0 0 ] [ -0.139 0.9903 0 0 ] 0 1 1 //NM 0 ( -52 -8 128 ) ( -68 8 128 ) ( 62 8 128 ) notex [ -0.9903 -0.139 0 0 ] [ 0.139 -0.9903 0 0 ] 0 1 1 //NM 0 ( -68 8 128 ) ( -68 8 0 ) ( 62 8 0 ) notex [ -0.7126 0 0.7016 0 ] [ 0.7016 0 0.7126 0 ] 0 1 1 //NM 0 ( -52 -8 128 ) ( -52 -8 0 ) ( -68 8 0 ) notex [ 0.1231 -0.1231 0.9847 0 ] [ -0.6963 0.6963 0.1741 0 ] 0 1 1 //NM 0 ( 78 -8 128 ) ( 78 -8 0 ) ( -52 -8 0 ) notex [ 0.7126 0 0.7016 0 ] [ -0.7016 0 0.7126 0 ] 0 1 1 //NM 0 ( 62 8 128 ) ( 62 8 0 ) ( 78 -8 0 ) notex [ -0.1231 0.1231 0.9847 0 ] [ 0.6963 -0.6963 0.1741 0 ] 0 1 1 //NM 0 } { ( -52 -48 0 ) ( -52 -8 0 ) ( -68 8 0 ) notex [ 0.2747 -0.9615 0 0 ] [ -0.9615 -0.2747 0 0 ] 0 1 1 //NM 0 ( -52 -48 128 ) ( -68 -32 128 ) ( -68 8 128 ) notex [ 0.2747 -0.9615 0 0 ] [ 0.9615 0.2747 0 0 ] 0 1 1 //NM 0 ( -68 -32 128 ) ( -68 -32 0 ) ( -68 8 0 ) notex [ 0 -0.2983 0.9545 0 ] [ 0 0.9545 0.2983 0 ] 0 1 1 //NM 0 ( -52 -48 128 ) ( -52 -48 0 ) ( -68 -32 0 ) notex [ 0.1231 -0.1231 0.9847 0 ] [ -0.6963 0.6963 0.1741 0 ] 0 1 1 //NM 0 ( -52 -8 128 ) ( -52 -8 0 ) ( -52 -48 0 ) notex [ 0 0.2983 0.9545 0 ] [ 0 -0.9545 0.2983 0 ] 0 1 1 //NM 0 ( -68 8 128 ) ( -68 8 0 ) ( -52 -8 0 ) notex [ -0.1231 0.1231 0.9847 0 ] [ 0.6963 -0.6963 0.1741 0 ] 0 1 1 //NM 0 } { ( -138 -48 0 ) ( -52 -48 0 ) ( -68 -32 0 ) notex [ -0.9749 -0.2228 0 0 ] [ -0.2228 0.9749 0 0 ] 0 1 1 //NM 0 ( -138 -48 128 ) ( -122 -32 128 ) ( -68 -32 128 ) notex [ -0.9749 -0.2228 0 0 ] [ 0.2228 -0.9749 0 0 ] 0 1 1 //NM 0 ( -122 -32 128 ) ( -122 -32 0 ) ( -68 -32 0 ) notex [ -0.3887 0 0.9214 0 ] [ 0.9214 0 0.3887 0 ] 0 1 1 //NM 0 ( -138 -48 128 ) ( -138 -48 0 ) ( -122 -32 0 ) notex [ -0.1231 -0.1231 0.9847 0 ] [ 0.6963 0.6963 0.1741 0 ] 0 1 1 //NM 0 ( -52 -48 128 ) ( -52 -48 0 ) ( -138 -48 0 ) notex [ 0.5577 0 0.83 0 ] [ -0.83 0 0.5577 0 ] 0 1 1 //NM 0 ( -68 -32 128 ) ( -68 -32 0 ) ( -52 -48 0 ) notex [ -0.1231 0.1231 0.9847 0 ] [ 0.6963 -0.6963 0.1741 0 ] 0 1 1 //NM 0 } { ( -138 138 0 ) ( -138 -48 0 ) ( -122 -32 0 ) notex [ -0.0937 0.9956 0 0 ] [ 0.9956 0.0937 0 0 ] 0 1 1 //NM 0 ( -138 138 128 ) ( -122 122 128 ) ( -122 -32 128 ) notex [ -0.0937 0.9956 0 0 ] [ -0.9956 -0.0937 0 0 ] 0 1 1 //NM 0 ( -122 122 128 ) ( -122 122 0 ) ( -122 -32 0 ) notex [ 0 0.769 0.6392 0 ] [ 0 -0.6392 0.769 0 ] 0 1 1 //NM 0 ( -138 138 128 ) ( -138 138 0 ) ( -122 122 0 ) notex [ -0.1231 0.1231 0.9847 0 ] [ 0.6963 -0.6963 0.1741 0 ] 0 1 1 //NM 0 ( -138 -48 128 ) ( -138 -48 0 ) ( -138 138 0 ) notex [ 0 -0.8238 0.5669 0 ] [ 0 0.5669 0.8238 0 ] 0 1 1 //NM 0 ( -122 -32 128 ) ( -122 -32 0 ) ( -138 -48 0 ) notex [ 0.1231 0.1231 0.9847 0 ] [ -0.6963 -0.6963 0.1741 0 ] 0 1 1 //NM 0 } }
  18. I had thought about it but how much of the map/brushes would even remain intact?
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