-
Posts
1,114 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by IrocJeff
-
Rodian Outpost, the first level of my project is playable from start to finish. This doesn't mean everything works but it means the gameplay (IE, Important Stuff ) works. The two keys open their respective locked doors. Npc's spawn and do what they are supposed to. Well, except for the mine monsters. They spawned as stormtroopers which is funny. Elevators go up and down, buttons work, doors open. I still have to fix several more missing shaders or shaders that don't want to turn off and on as they did with JO. The opening crawl doesn't work yet, it just spawns the JA one. I have to get the objectives to work as well. Finally, lighting seems different. Darker, actually. I have to up the light value entities a bit. Oh yeah, and is it possible to get JO items to work in JA? Light Googles are something I really need.
-
Don't use Discord, sorry. I had max_plane_error in nearly every map I made because I didn't know the limits of JO so I know how it feels when this happens. Just start removing parts of your map til it stops and design it better, redesign the whole thing, or just quit and work on something else and consider this project a learning experience.
-
Its kinda hard to visualize what you did wrong but did you EVER compile this project once to test stuff over those 3 years? I can't go more than a room and/or hallway before having to texture, light, and work on the main detail stuff even. The only thing I read about this error of your occurs when there is a large brush with other, smaller brushes aligned next to it. You got any of those? Also is this terrain related with all those patches? If so I have some .map files with hand shaped terrain that might help you out.
-
Here is an image of the new room in the Temple area. This was made where the ladder went to the surface. Instead, its got some crates and a beam resting on the Horned Statue Guy's throne and then you hop on a ledge, then up another ledge, then you are on the surface.
-
So I got the first map ( Rodian Base ) compiled and running in Jedi Academy. Looks really good and I think a bit better than in Jedi Outcast. For those who have actually played it I added a new room to the start and a new way to get out of the temple area to the outer base. Right now I am working on the sewer area of this map and doing some redesign with the ladders in this area. Probably an elevator or two. The Rodian office ( where you get a key ) also went on a bit of cosmetic change.
-
That's good to know.
-
My Jedi Outcast project used the ladder shader since in first person it doesn't really matter. However, I have to do some re-design of my project where the ladders are. Just figured I'd ask in case someone may have got it to work thus saving me the trouble to make changes. We are sure.
-
This is still not working right? Only reason I ask is I have to redesign some stuff and I just want to make sure ladders still DO NOT work before I start that part.
-
It was set to Single Player which was odd. So, I set it to multiplayer and restarted Radiant. Then, set it as SP, restarted Radiant and then its all back to normal. Thanks for the help.
-
Did you try using a wait value of -1? That should keep it open after being triggered.
-
I noticed that my player spawned with the stun button but did not have the blaster pistol. I went to look at the info player start entitiy and noticed that I don't seem to have those check boxes when I select the entity in the drop down list. My spawnflags are set to 32 but those check boxes are gone. Any ideas?
-
I figured this out. I just had to delete the key pair in all the brushes that referenced this pcx file.
-
"LoadPCX: Couldn't read terrain.pcx" is the final error I seem to getting on compiling my first map to run in JA. Now, Way back in 2013 I did make the original mesh in easygen but I really don't recall using a PCX file in the project. I know I re-textured the all the brushes and used the alpha shaders made for me but I do not recall including that in the finished project. Do I have to remake the terrain mesh again?
-
An update: I've got all my missing textures squared up for the first map. Models, npcs, and scripts all seem to be where they belong. It appears some entities are targeted to the wrong entities which is kinda odd. So, that will all need to be sorted out. Friday I'll work on getting shaders transferred over and hopefully get to run in it in JA for the first time. Its all going pretty well so far.
-
That is what I'm working on now. UGh...
-
Alright.. So I'm going to release this monstrosity for Jedi Academy. I loaded up my first level and its really not too bad. Decent amount of textures and some shaders are missing. Can't compile and run it yet so I don't know how much I actually have to fix over 6 maps. My other project is on hold since I can't get Warzone's trees to work and I can't use Blender to save my life to make my own. So for now this is what I am working on and maybe help will come may way with that other project in regards to trees and other stuff. Don't expect monumental changes. If no one got ladders to work in JA that will be the only design changes to the project. Some textures will be different as i'm not going to mirror it exactly. And that's that.
-
Also with Winamp don't forgot about the Shoutcast Radio it comes with. Access to internet radio stations from all over the world.
-
Open the map files in GTKRadiant. My files are included in the apibitor.pk3 file in the Original_MapFiles folder. There will be many missing textures so you may have to load the textures/Icestationwampa folder to your texture directory if you don't want to see the missing texture texture in Radiant.
-
Redesigned the barn by making the roof a bit more angular in the middle and then the side addition ate up some open space. Probably going to change the wood texture to something colored but the roof is staying put. The area I'm standing in will be gated shut and the player won't be able to be in here but for now its open.
-
Finally get to update this with textured terrain. Not much, but , it is a start. The grass texture is going to be changed cause it tiles too much. Looks too distorted when its made larger. The wall texture is from Textures.com. 15 free downloads per day which isn't too bad. This bottom shot is the larger field area which might get cut down a bit. Byond the wall there is raised terrain ( caulked ) which I want to put trees on. So, most of the background here would be trees. The inside the wall area is either going to either be empty and dirt or have some smaller vegetation in it. So, if anyone has any ideas or models or textures or thoughts let me know.
-
Well, your luck has worked, sir. Thanks.. I really don't know how I got it to work. After updating the compiler it still would not work. So, I re-added the textures again and then caulked everything in the test map and then re-textured it once again. So, now its working. Going to start texturing my terrain in my project and will get images up of that this weekend. Thanks for all the help everybody.
-
Gave up on his for now. Using what was made for me from jkhub member in 2013 in my jo project. I'm at work and on my phone now but the shader is posted on google drive link. I'm using 1.4 so I'll update the compiler and see if that is it. I've forgotten much of this little stuff since last time.
-
Alright, I'm freaking lost here. I found a post from summer 15' where I got this to work and can't for the life of me do it this time. Not sure what the heck is going on. I've checked my previous work and nothing is different that I have noticed. I've included all my textures, shaders, shader list, and test map file on my Google Drive. If anyone can take a look at this and see what is wrong I'd greatly appreciate it. https://drive.google.com/file/d/0B_HRn54BTmRDUFNvOVlwY0VkSTQ/view?usp=sharing
-
Wish he could dumb it down a wee bit more. I'll read through it again later tonight and see if it makes more sense.