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Everything posted by IrocJeff
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Thanks for adding that one. I added some others I found some use from to my original list above.
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Thanks. I'm glad you like that site. I just found it a few days ago looking for metal textures for some pipes to replace other textures I found and figured someone might need it. I have some others bookmarked that I have to go through and I'll add them in.
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Well, its art... so I started the thread here. Just thought I'd share some stuff I found while making my project for free textures that may be some help to people http://texturelib.com/ free, but downloaded limited http://www.texturecrate.com/ http://www.mayang.com/textures/ some good stuff http://www.freepik.com/ some usable stuff here
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Well, I played around with this a bit more and it appears the problem I ran into was length of the ringtone itself. It was 13 seconds. I cut it down to 1.5 seconds using Audacity. I then started again just using Trigger_Hurt and the sound in the test map and it works great! I enter the trigger, the sound goes, and the player gets hurt.
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I was able to find a cell phone ringtone of a Geiger counter and get it to load in game. Hurray for this! It was 32-bit and worked sort of ok. I set it to a trigger hurt and then I tried it with a trigger multiple. The sound just keeps playing though, even when you leave the trigger. I have an area where I have a sealed room Kyle falls into where radioactive waste is. I'd like the Geiger counter sound to play when he's in the trigger but stop when he's out of the trigger. Would I have to set this up with a target speaker?
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Just what I love about forums.. contradictory information! I think I have the jist of if it now. Thanks for all the help.
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How does one go about adding new sounds to Jedi Outcast? I've seen wav and mp3 files in the game so I'm guessing those are the 2 default formats I'll be using. Is there any specific bit rate on this stuff that needs to be taken into consideration? Kinda like textures must be a power of 2. Any specifics with each file type? Could someone explain this process to me or link me a good tutorial?
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Here is a totally, 100% free game. Its a game that gets better the further you play it. The first bit seems like the textures from the first Half Life were used but it gets better as the game goes on. David Duchovny does the voiceovers in the cut scenes, too. http://www.fileplanet.com/216672/210000/fileinfo/Area-51-(Free-Game)
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No problem. I stole the Star Wars meta keyword from the jk3 site.
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I think you have to share links is what I'm trying to explain. Do all the sites that we link to link back to us in turn? I think that has to with relevancy in SEO at least with Google. The more visitors the site has is beneficial. Another thing I noticed is that the forums link in the HTML code does have Meta keyword info in it but the main page does not. Add this line to the main index page of the site may help. <meta name="keywords" content="jka mods help community modifications jedi academy jedi outcast files downloads tutorials forum wiki jk3files jk2files filefront gamefront boards news jkfiles jedi knight star wars jedi hub jkhub ja+ jawa ja++ mbii moviebattles skins models maps hosting server "/> Maybe adding more keywords in may help, too. I don't see mapping or level design for example. Star Wars is also missing. I'd throw in Star Wars, too.
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Yeah, Search Engine Optimization is the best bet. One way Google ranks pages is by linking to other sites. If JKHub has a facebook account or similar social media and a like button can be put on the homepage or something may help things out a bit more. My friends Santa Gig website went from being ranked on the 9th page to being #1 with only about 50 ish facebook likes. We have over 100 now and are still #1. Linking to other similar sites may be something to look into as well. JediKnight3.filefront.com has a place where you can submit a link to your site to theirs as long as you link their site on your's. Being that if you type in Jedi Outcast Files and it's the #1 site it would be a pretty good link to do since its popular. Here is the direct link on that site http://jediknight3.filefront.com/links/
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Why is there no reason for something to be that thin? When you hang a poster or put a decal on something thats pretty thin. If I put a sign on an electrical panel that says Danger! Electrical Hazard I don't want it to stick out 1 unit because you can tell its sticking out one unit. Looks dumb. At any rate, I just cut up part of the box I made to the size of the decal I want and stuck the texture on it and I'm fine now..
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Not sure to be honest...never really thought of that..
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I've made up a bunch of real world signs with Star Wars language font instead of english on them. Stuff like Caution, Danger! Electrical Hazard, and so on. I am making some brushes .25 units wide and using these sign textures on them. I read about that on an old Quake 3 forum. This way, I don't have to make decals out of them. At any rate, these .25 unit thick textures are causing mirrored plane errors when I compile. When they signs are 1 unit thick I'm fine, but anything under that I'm skunked. Any ideas why this happens?
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I could care less about the voices but why do we have to have all the recycled phrases all the time. This is the one thing that really bugs me about Star Wars dialogue in games or other media, as well as the prequel movies.
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The only one I've ever used and will use in the future again is Xtreemhost.com. I have a few small business websites I made and used their free plan since I didn't need any of the pay features. Basically, I just needed hosting. Their full service package is $42/yr. They only have these two plans. They weren't rated high when I first found them but the more I searched the more opinions I found and the more confused I got, so, I just went with them.. hehe.. No complaints.
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Sad thing is I live in this town.. hehe.
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Player Measurements & Boundaries in Map Units
IrocJeff replied to IrocJeff's topic in General Modding Discussions
So by this scale his non-force jump length should be a maximum of 64 units? I'm assuming the second number is the length since its bigger... -
Player Measurements & Boundaries in Map Units
IrocJeff posted a topic in General Modding Discussions
Does anyone have any information on how far Kyle can jump or how high he can jump in map units. Same with min opening widths and such. -
Thanks a lot. I wish I could post more images but while it looks great in game the screenshots just come up a bit darker and you can't see the cool stuff. There are some really neat areas that look too dark to discern what's what.
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Well, I have had plenty of ups and downs since the last update. My level hit about 11,000 some brushes and I ran into a shader issue where it just stopped drawing them. I think I hit a limit or something. Kyle started to look like the liquid metal terminator from T2.. hehe. So, once you go down the big platform to the bowels of the facility I had to stop there. The map was a bit short to play so I figured I make another area and release both at the same time. This shot shows the second room starting part2. It's basically a hangar that now has crates all over it. The view is from the catwalk above where you access the crane to get across the cavern that isn't shown to the other side. You go into the gondola and it will take you to another smaller, similar hangar across the gorge. Here is the hangar from the bottom. You can see the pallets, cargo containers, and the overhead crane much better. From here, you'll reach the second hangar but all the doors are locked. There is, however, a ladder down to a maintenance access area where you go through some ducting and you end up in a pretty nasty place. You don't exactly start here, but, this is a really dark, gloomy area and the screenshots turn out much darker than they appear. This is the waste treatment area of the facility. I've started using textures from Texturelib.com since they are free. I can only download 1 per day, but, again, they are free! The 3 pipes are a new texture. The wall textures area actually stock game textures. This shot shows an open hatch to a dangerous area. You can see on the hatch some signs that are slightly modified. I decided to find hazard/danger/electrical/toxic ect... signs on google and using the Gimp change the text to the Star Wars Font. The sign basically says " Respirators must be worn beyond this point " and "Toxic Chemicals". I have quite a bit of these throughout the level and it just adds a nice touch I think. This part is nearing completion for the basic structural/light/main architecture stuff. Should be another week. I have to find a Geiger counter sound so if anyone has any ideas or has one let me know. I'm going to add in radiation detection and damage with triggers. Then, go through and fine tune it, add more detail, and npc's. Hopefully I'll be all done at the end of the month.
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Lets say you made a hallway and you had a brush 2 units thick on the wall for a light. This brush was also player height. When you walked or ran down the hall against the wall, that brush would stop you. With the noclip texture, you could envelop the brush that protrudes out and the player will walk right through it. When I first installed JKRadiant on my system I thought I saw it in there. Then, when I switched to GTK Radiant, I don't remember seeing it in there.
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Does Jedi Outcast have a noclip system texture? I could have swore it did.
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As of today I have nearly all my NPC's placed in the map. They are all scripted which was pretty easy once I figured it all out. Well, its easy for NPC's. Was able to add some alt-fire guys, better aim, and so on. When the player only has 100 health and no shields it makes it interesting. I also gave up on limited ammo on start up and am just going for no shields instead. I also just made my opening text crawl!! WOO HOO! I didn't want the map to start cold so at least I have this. It sets the story and explains why the player is there so I'm pretty happy. Here is how I did it. 1) Make a .tga file with a size of 512 x 2048 and give it an alpha channel. I used The Gimp 2 for this. 2) Add WHITE text over the image. Again, I used The Gimp 2's Text tool. The font is Franklin Gothic Bold for the titles and Franklin Gothic demi for text. I used whatever The Gimp had for Franklin Gothic and it worked out well. Font size I have no clue on. Just make the text bigger for the title and a bit smaller for the body and it should be fine. Then, make sure you adjust the separations between paragraphs as equal as you can. 3) Save this file as tc_engl.tga. DO NOT replace the original file in game. Make a folder named MENU. Inside this, create a folder called VIDEO. Inside this VIDEO folder, put the tc_engl.tga file in that folder. Menu/Video/tc_engl.tga Place the MENU folder inside a .PK3 file and name it whatever you want. I named mine crawl.pk3. Finally, place this in your gamedata/base directory. 4) Make a room in Radiant. A small one will do. Texture it but do not light it. Add a misc_camera somewhere in the room and add a Key: targetname Value: ********** <----- anything you want to name it. I named it Cam_start1 5) Now, add in an Info_null entity in the same room. Select the misc_camera and then select the Info_null and connect them with Ctrl-K. Now the camera is pointed at the null and we are done with this room. 6) The script now needs to be made. Open BehavED and create a new script. Below is an image of the one i followed. In the first line, the file name jk0101_sw is the opening video from Jedi Outcast with the Star Wars logo and music and stuff. You'll use this file. For JA, though, you may have to look at see what that video is named. In the MOVE and PAN lines, you name the tag part the same as you named your misc_camera targetname. I have no idea what the PAN line does or if its needed but that's what I read so that's what I used. It works. Save and compile your script with whatever name you want. I saved mine as Crawl 7) In your regular, lit, playable map or room, add in a target_scriptrunner. Give it a Key: usescript Value: Script directory/ Script name. Mine was Icestationwampa/crawl Next, add in a trigger_once brush and have it touching your info_player_start entity. I put my Info_player_start inside the trigger brush. Finally, select the trigger brush and the scriptrunner and connect them in that order. 8) Compile your map and run it. You should get the Star Wars logo and your new scrolling text.
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That's a great looking moose the way it is. In fact, why not toss in a Wossamotta U sweater for him, just like Bullwinkle's from college.