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Everything posted by MoonDog
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I don't know. I really hated the swoop mechanics in JKA. Felt cheesy. Was definitely a filler level.
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I have some issues with what I see in some of the screenshots. I feel the playspace is too dim. Your non traversable geometry is better lit. Which isn't necessarily a bad thing, but there are some good solutions that are fast which would realistically and artistically light the play space. The floor and ground textures are too repetitive. You need to break up the monotony. Grates with steam effects would be an easy solution. Also, I think you could successfully juxtapose rich opulence and sterile industrialization pretty easily with some garish lights to create a more rich environment. My 2 cents.
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WIth GTKRadiant running, open preferences (P). Go to Layout under the Interface drop menu. Turn off "Use win32 file load dialog". Also, GTKRadiant doesn't automatically tack the .map designation to a map when it saves. Go to saveas and make you sure you add the .map at the end of the file name.
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@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.
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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.
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All of that is extremely easy to do. A player can walk through the back of a patch mesh no issues. So you could just make a 2x2 plane across the hall. As for the upside down portal image, add the roll key to your misc_portal_camera. For example Key: roll Value: 180
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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.
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Er... where are all the pk3's that are supposed to be in your base folder? assets0-3 etc...? (You know, the archives that contain the texture images.)
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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.
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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.
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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.
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I like how people think graphics engineering is no big deal. Liek, its jus need coders with time and deh coding nawlege.
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Run the map with devmap and do developer 1 in the console. Pay attention to what the console tells you about the scripts activation or lack thereof.
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Haha, cool. I preferred the really bad acting live action cut scenes anyway. One of the many reasons DF2 had so much staying power when I was a kid.
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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. The goodie crates in jk2 were awesome. The bactas were great pickmeups for later on. Do you have any cutscene work done?
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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.
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Is that an early test mesh and texture or the finished product?
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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
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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.
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You can safely ignore it.
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Just an uncompressed AVI.
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I'd love to take Red Alert 3 for steam off your hands. (Rts nerd)
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JKO in Unreal Engine Porting Discussion
MoonDog replied to CaptainCrazy's topic in Art, Media & Technology
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. -
JKO in Unreal Engine Porting Discussion
MoonDog replied to CaptainCrazy's topic in Art, Media & Technology
You could do that in JKA with shader manipulation.