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Posts posted by MoonDog
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If there is no such thing: Why hasn't anyone made it?
Are you referring to how CoD checks contents and dependencies and then builds the fastfile? Yeah, this isn't CoD. You'll be manually packing your PK3. It helps to have a second, completely clean installation of JKA for this process. That way you'll know if you are missing anything.
It's best practice, however, to keep your folders well organized; following a coherent naming convention in the base folder. That way it becomes super easy, and far less stressful to pack up your map. #beentheredonethatlostsomesanityalongtheway
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http://upload.wikimedia.org/wikipedia/commons/6/63/Quake_-_family_tree.svgI guess it's to be expected really... I mean it's not like Hammer (Source Engine, similar editor to Radiant)
CaptainCrazy and Omicron like this -
All agree it works and doesn't work until it is fully complete with a actual setup guide. For all I know Ive tried myself to add admin and hasn't worked yet
. Every other fix or special thing does. Lack of admins.json I believe which isn't found or created when admins are made. That and unknown server.cfg configuration setup, for all I know I have things that could be removed but dont known.
Never had so much trouble with one mod. sheesh xD
er...? http://japp.jkhub.org/
Some reading will be required. I'm sure Raz0r will eventually add a disclaimer.
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And?
You can't connect those dots on your own? Isn't it obvious?
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Remember it's fan made. It's also one of the biggest project in JK history.
No it's not... They produced very few of their own assets. Everything else is ripped straight out of the JK assets.
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An AI should flinch every time you walk by. If it isn't, you clearly aren't abusing it enough.
JAWSFreelao, eezstreet, Omicron and 1 other like this -
A level goes through a fuck ton of regular block in geo work before anyone in art even comes close to touching it. So yes. Block the damn thing out in Radiant. Show some work. Then people will be like, "Oh, the project is moving forward. Maybe I will contribute!".
Whatever else happens with who you find to art the level, it still needs to be a really good block out FIRST.
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JA++ still doesn't work
I ran two different servers, one Linux and one Windows that worked perfectly fine on JA++ server side. I used the JA++ client side exclusively when I played. I had to do a bare minimum of compiling.
So yes, I can agree that it doesn't work when subject to massive amounts of user error. Otherwise, no to whatever else you are about to assert.
Raz0r likes this -
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Fuck me said paragraphs.
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Or maybe i should just try to phrase things properly, you didn't even make a sound so how could i say "it sounds like?"
He phrased it precisely in such a manner that one would label as, "proper"... Stop being obtuse.
This manual is a bit better. http://q3map2.robotrenegade.com/docs/shader_manual/contents.html. Do as wonko said. Then start looking at the various shader files that came with the game, or shader files from experienced community modders. Dissect them, use the manual as a reference.
I get the idea when you ask questions, you expect to be hooked to the matrix and inherit the knowledge. Some work will have to be done on your part...
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The JK Skeleton is 100 units tall in 3dsMax (IIRC) and Kyle is 1.8 meters tall. And on export you scale it down to 64%. Characters are typically 64 units tall in GTKRadiant. So do the math to figure out your scaling factor.
This ^
Also, you'll need to oversize some things like hallway heights and door frame measurements to accommodate the 3rd person camera.
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Well what'd be the difference between making it using brushes and making it using models then? At least, on most engines, when you make the mode you can make collision to go with it and then not have to manually make brushes to encompass it in the engine. I guess it is better, just need to mess around with it and I'm getting frustrated because the models aren't even showing up properly in the game
This is not most engines. This engine is a really old modification of another really old engine. You are not going to be able to just make a collision mesh in the 3D package and have it work. You'll either have to manually clip the models in Radiant, (which I highly recommend you do.), or use Q3map2's automatic clipping for the models. (I highly recommend you do not do this. It takes every tris in the model and makes a clip for it. )
You need to understand how a .map is built into a bsp. How vis works, etc... You can make your aesthetic, environment art completely out of Radiant brushes and patch meshes. Or you can model a vast majority of the aesthetics. Which method you choose is irrelevant.
Either way, you are going to need a structural hull that seals the playable space. This hull could be entirely made out of caulk brushes, or certain simple brushes in your aesthetic "layer".
The difference being, if you are more comfortable/know how to use a 3D package to make environment assets you can and should. If you are more comfortable making everything out of Radiant meshes and brushes, you could. There are differences in terms of lighting/seams etc.. but those differences are in technical land.
Boothand likes this -
Wouldn't making Caulk brushes just be the same as making actual brushes though? Kinda defeats the purpose really lol.
What "purpose"? It doesn't matter in which way you choose to make the level, you are going to need a structural, sealed hull.
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I haven't worked with 3DS, so someone else will have to weigh in on that. However, considering your work flow, I think it's a good thing you are using 1.5 instead of 1.6. A majority of what you are going to be doing sounds like model work. 1.5 has translation and rotation gizmos similar to some 3D engines. Makes it SO nice for placing models.
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Been using 3DS Max for 9 years and that's what i intend to use for this lol.
You could pretty much make your entire level in 3DS if you want. You would then use Radiant to place your assets, obviously, and then setup collision/visibility with a well made caulk hull. Then proceed to hint brush the level as needed to improve it.
CaptainCrazy likes this -
ASE models. You make BSP, compile it and then convert it into an ase to be placed as a misc_model. GTKRadiant prefabs are a bit weird in how they work. It basically just copy pastes the prefab geometry into the map you have open. CoD radiant allows you to actually insert a prefab entity that you can rotate and move however you wish. Then you can dive into the prefab and edit it freely.
Your best bet is going to be ASE models. Or if you are so inclined, getting a 3d package like blender and making assets in there.
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Like making sure that my prefabs snap to the grid and such then putting them into Radiant and such to make maps when needed. I obviously don't want to lag the map out with a lot of models and such xD
Why would models "lag" your map out? Whatever you put in there is going to draw tris. You aren't getting something for free either way. Doesn't matter if you use 99 percent models and 1 percent BSP or vice versa.
Optimization happens through smart layout/vis, and doing what you can do reduce tris counts on complex objects. Eliminating unnecessary faces, reducing complexity on objects etc...
Also, do define prefab. Do you mean CoD style prefabs? Because that is not how the GTKRadiant do. The GTKRadiant just stamps geometry directly in. What are you trying to achieve? A set of objects that you can place in and rotate freely? Do you mean .ase models?
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think scale.
Doesn't work in SP
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Only CLASS_IMPERIALs and human_mercs (by name) can drop keys.
I'll take your word for it. I have neither of these games installed, nor do I have the source code on this machine.
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The AI he uses is completely up to him. Note I put 0 0 0 as origins in my examples, but obviously he's going to replace those values with "what he needs".
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Make them a CLASS_IMPERIAL, and give them the same 'rank' value as imperials. If you assign them the same 'rank' as a commander, they'll have burst-fire too.
Class and rank is completely irrelevant. Any NPC should work with a misc_security_panel. A more difficult NPC is advisable though. Adds a bit of extra challenge. Not much though. It's pretty weird how they implemented this mechanic. It's not exactly... flushed out in my opinion.
Use a misc_ something for the lock (misc_security_panel, maybe? Check Radiant. There's a few on t2_rancor, which is included as a sample)
All of these edits can be done with entity modding, no ICARUS needed.
Give the func_door spawnflags 16. Which is locked. Give it a targetname. Make a misc_security_panel and target it at the door.
Give it a "message" key with whatever value you want. Such as, door_01_key.
Create the NPC entity you wish the player to kill in order to acquire the key. Also give it the message key, of the same value.
Let's say this is your door.
{
"classname" "func_door"
"origin" "0 0 0"
"angle" "-1"
"targetname" "the_door_01"
"spawnflags" "16" // This NEEDS TO BE SET. Indicates the door is "Locked"
}
That's how that'd be setup. This would be your security panel:
{
"classname" "misc_security_panel"
"origin" "0 0 0"
"angles" "0 0 0"
"target" "the_door_01"
"message" "the_door_01_key" // The key that will open the door
}
Then you need the NPC that drops the "key"
{
"classname" "NPC_imperial"
"origin" "0 0 0"
"angles" "0 0 0"
"message" "the_door_01_key" // This needs to correspond with the misc_security_panel you want the player to be able to unlock after killing the NPC and getting the key
}
Should work like that, no Icarus required.
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mmm, it's not necessary Icarus script for keys and doors. i am sorry for incomplete info. Today i have a lot of headache. yes, need also to check the spawnflawg door as locked. for func_group... Mmm, thanks, @@MoonDog. i confess i never used that function. Sometime i ask to myself "what is func group?" now it's clear. it's for group more entity with the same functions.
Edit: it's a very large time i not mapping, becuase i am making efx at the moment. But i now i remeber.
for make a door, i created square brushes, cutted in two part in half way with clipper tool, and textured.
After all i remember that i convert in func door selecting all the brush that make the door. not one by one. so i never used the func_Group function also for that.
O.o Thanks for the lesson.
Yeah, if you have a group of brushes you turn into a func_door, selecting them individually isn't necessary. You are working harder than you have to, lol.
Asgarath83 likes this
Missing foliage textures.
in Jedi Knight Tech Support
Posted
This ^ Try running the level in /devmap, /developer 1 as well. You may have some hints as to which shaders are fucked up right there in the console. Make the process of elimination go a bit faster.