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MoonDog

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Posts posted by MoonDog

  1. @echo off
    cls
    title Entity Recompiler - Wrapper made by BobaFett
    echo q3map2 entity recompile wrapper
    echo by BobaFett
    echo.
    m:
    cd C:\Program Files\GtkRadiant-1.4
    q3map2.exe -v -game ja -onlyents %1
    echo.
    echo Compiling finished, press any key to close this window
    pause>nul
    

     

     

    Make the above text into a .bat file. Save it in the same folder as q3map2. (Usually your gtkradiant installation.) If you don't have q3map2, acquire it or just download any version of gtkradiant and install it.

     

     

     

     

    Now, get the BSP of the level you'd like to modify. If it's a stock map its going to be located in the jedi academy assets pk3's. I cant remember which, it's been a long time since I modded JKA.

     

     

    Open the BSP in notepad, search for the word worldspawn. You'll see a syntax structure looking something like this:

     

    {
    "soundSet" "city_outdoor"
    "angle" "225"
    "soundSet" "city_outdoor"
    "classname" "worldspawn"
    }
     
     
    Copy everything from that opening bracket to the closing bracket of the very last entity in the list. Paste it into it's own file. Save it as mapname.ent. (Must have the same filename as the bsp)
     
     
    Follow the proper entity syntax and create new info_player_starts with the origins you want and angles. 
     
    With both the BSP and the .ent file in the same folder, drag the .ent file onto the .bat I had you create. The new entities will be repacked into the BSP.
     
     
    Place this BSP in a fresh PK3 following the folder structure it had in the original PK3. Name your new PK3 something alphabetically senior to the original assets pk3. I usually just add zzzzzzzzzzzzzz's to the beginning.
     
     
     
     
    And there you go.
    Futuza likes this
  2. I do not see a ja.game in my folder. I do have a jagamex86.dll, but when I open that, I just get a bunch of random symbols.

     

     

    No no. Go to the directory you installed Radiant into. Like Program Files\Gtk-Radiant 1.3.12\games

     

     

    The ja.game file should be there.

  3. I have two program files folders. Both contain LucasArts folders. The files in question are in the other program files folder. The one not shown in the video. Could the separation be the problem?

     

     

    Yes. Also, you checked that your engine path was   enginepath ="C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData/"          in your ja.game right?

     

     

     

    Whatever directory your Radiant is loading into, make sure the full installation is there.

  4. I am actually using 1.3 because it is the only one that could get past the read-only files.

     

     

    It should be the same thing. Go to your installation folder and check out the ja.game file in the games folder. It screams that your paths are not set correctly.

  5. Did you even change the .txt to .shader?

     

    No. Am I supposed to?

     

     

     

    No. Your shaderlist is not supposed to be a shader file. Leave it as a .txt. Shame on you Deviance....

     

     

     

     

     

    What version of Radiant are you using? Which ever version it is, navigate to it's installation directory and find the games folder within. ex: GtkRadiant-1.4/games.

     

    Open ja.game in notepad.

     

     

    Check the enginepath line.

     

    It should look like this:

      enginepath ="C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData/"

     

    Obviously change it to reflect the location of YOUR gamedata folder.

     

     

    The .game files differ a bit between 1.4.0/1.6 to 1.5, but the path line will still be there.

    Lamented likes this
  6. Make a shader for the texture you are applying to the patchmesh and make sure it has the polygonOffset keyword.

     

     

    See if that solves your z-fighting.

     

     

    *edit*

     


    Also, if you want a little bit of blending off, try some alpha volumes on the outermost vertices of the snow pile mesh. Might make it a little better looking.

  7. Good....GOOD....GEWD!!!!!!!!!!

     

    UNLIMITED POWAH!!!!!!!!!!!!!!!!!!!!!!!!!!11...and skiffs

     

    Are you under the illusion that if you continue to repeat this along with the JEDI ARE TAKING OVER shit, that it will magically transfer from being annoying to funny? Repetition is not helping you.

     

     

     

    Been a while, but here we go:

     

    - Structure & textures: 90%

    - Details: 75%

    - Lighting: 65%

    - Doors/lifts working: 100%

    - Item placement & NPCs: 90%

    - Ambient Sounds: 50%

    - Level Music: 100%

    - Secret Areas: 0%

    - Vis: 90%

     

    I've also added:

     

    - goodie crates throughout the level, mostly contain useable bacta like JK2.

    - skiff flies towards the player, stops and NPCs attack you. Then upon killing all NPCs, the skiff will slam into a wall and explode.

     

     

    There are some cool things that I could show off, but I'm going to hold off until they are in a more finished state. ;)

     

    The goodie crates in jk2 were awesome. The bactas were great pickmeups for later on.

     

    Do you have any cutscene work done?

  8. I realise. The rails scream brush work, but UDK can use brushes too (I should know), but the lighting and models, and the textures are so well made, I would've easily mistaken it for UDK for a short period.

     

     

    But..... that's the point I'm making. The textures, models and lighting makes it certain at a glance that this shouldn't ever be mistaken for UDK work at all.

     

     

    And I'm very familiar with the use of bsp brushes in the UDK. It's a very outdated practice, unless you are rapidly prototyping, and let's be honest, you can rapidly prototype in Maya way more quickly. The only thing I'd use bsp brushes for at all is to quickly perfect series of scripted events before importing static meshes.

     

     

    Let's just forget you said anything and move on. That's certainly what I want to do at this point. :P

  9. What do you mean?

     

     

    Sorry. It was a very short statement that means the following:

     

    Every single screenshot and video showcased in this thread absolutely screams BSP brush based Radiant work. UDK projects are so starkly different that mistaking this for one of them is a ludicrous notion to me. :) 

     

    There are a number of other signs here given away by the use of doom3 textures. For instance, the diffuse maps he lifted out of the D3 assets, (Or the d3 high quality texture pack?) look really funky in some cases because those textures are meant to be accompanied by a normal map texture and specular map texture.

     

    The geometric surface detail isn't painted into the diffuse map because in D3 the normal map is meant to interact with the light to create the geometric surface detail. Thus in JK3 where that shit just doesn't exist, the use of these diffuse maps looks really fucking funky.

     

    (Sorry szico)

     

     

     

     

     

    tldr:

     

     

     

    lolwat

    eezstreet likes this
  10. Steam or retail? Did you run the shortcut with +set fs_game japlus? (In your .bat or at the end of the target field for a shortcut.)

     

    You could try making a text file, and paste this:

     

    start jamp.exe +set fs_game japlus

     

     

    Save it as whatever.bat

     

    All file types.

     

     

     

    In your gamedata folder.

  11. Well, If it supposed to be JKO, how do you imagine using other kind of textures?

    We all want to see the same this we saw, but looking really good. And using the same textures is the best way to make in look the same. What do you want, for the floors to be pink?

     

     

     

    The textures in JKO/JKA are horrible for use in UDK for several reasons, but yeah let's make illogical broken English statements about pink floors.

    Futuza likes this
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