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Circa

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Everything posted by Circa

  1. I noticed this bit in the Rich Diesel tutorial: Remember that your func_train will spawn at the path_corner it is linked to, NOT wherever you actually place it: Maybe yours is at the first path_corner you placed and you didn't notice?
  2. I think people don't really know what they want with Discord integration. The most I'd really want to do is the ability to login/register with a Discord account to make it easy for new people to join, and maybe have new threads pushed to it. Anything more than that would require basically taking over the JKC or creating a whole new server which I think would be counterproductive. I plan to talk with the JKC admins soon about it all.
  3. I personally haven't recommended it for basejka SP because of bugs, but if the final release is stable enough to recommend over normal OpenJK SP then I think you can call it a success. I don't think other major SP mods are in the same category as this one, like MD or GL, since they change the game into something completely new.
  4. Keep editing as normal. You’ll know when they are moved because all links will forward to the new ones. Thanks for contributing!
  5. HOT KYLE SUMMER

    spacer.png

    Check out the latest news post about the new contest!

  6. As long as I can ride the baby rancors...
  7. That’s right, it’s been nine years since the Hub launched. Normally I would love to wait until the 10th year to make this big of a change, but I think this revamp is long overdue. Initially, when we announced JKHub 2.0, we planned for a redesign like this but life and complications get in the way. I’m sure most of you thought it would never come, or lost interest, but hopefully the wait was worth it. New theme This theme was originally designed by a designer named CodeByte, so all respect and gratitude goes to them. However, I’ve made a lot of special modifications myself. We still have our own identity, so anyone worried about JKHub using some random theme shared by various other sites out there: don’t worry. I wanted to make the switch to a dark theme by default, which I know can be a bit divisive among people, so I also wanted to have a toggle to easily switch between dark and light themes, give everyone a choice. You can find it at the top next to the Create button. The biggest change I wanted to make with this theme is to give the front page more relevant and appealing information. The slider will serve latest news items, similar to the JKHub bar. It breathes some life into the front page and gives a contact point for new visitors to visit either the Getting Started page or the latest news items. Since news is quite sparse in the JK community, I felt featuring it so prominently in the past was a bit tacky in the way we used to, and hoping this new page is much more inviting and appealing, especially for newcomers. Achievement system You may have noticed a few weeks ago that you suddenly gained some random achievements for seemingly no reason. That’s because it is a new feature that Invision introduced and I decided to enable it early to see how it would work. Luckily it counts everything that you have previously posted, so if you’ve been around for awhile, chances are you have a few badges and ranks already. The ultimate goal of this system is to give a small incentive to engage more with the forum and file community. You gain points by posting, submitting mods, liking, getting likes, etc. The biggest benefit to this new system is that we can finally award contest winners with custom badges. All previous contest winners have proactively received a badge for the contest they won in the past. Each one is made custom to that specific contest by us, and will show as "rare" since only one person receives it. You can see an example on this profile. Tutorial & Wiki relocation Some may recall we used to have a dedicated tutorial system which was eventually deprecated from lack of development of the plugin we used. That forced us to convert them all into normal forum threads, which sufficed for getting the info out there for people to read. Now, with the newest software there is actually a good system built in that we also use for news posts called Databases. This is essentially a lightweight wiki-style system that we think will be perfect for tutorials to live, because it allows anyone to edit them (with approval of course) so we can ensure that our tutorials have the current and correct info, even if the original author hasn’t been seen in years. That same system is where the wiki is also going to be moving to. The wiki has been the neglected child in the JKHub family. There is a lot of good content on there, but it’s not nearly as much as what could or should be. Two big barriers we notice people not bothering with it is that it requires a whole new and separate account to contribute to it, and it also requires learning of wiki markdown which can be confusing for people to learn. Our new system will be much more user-friendly, convenient, and integrated with the rest of JKHub as a whole, like search and content feeds. I’m hoping this new system for the tutorials and the wiki will help put more of a focus on community-driven content, and not feel so out of reach to contribute to. Right now we are still in the process of moving things over. You may notice some tutorials have been moved and some haven't. The old ones are still accessible before they are moved. We are about halfway done, but due to the process, this will take awhile. I'm hoping to have them all moved over in the next 2 weeks or so. A full post will be made about it and how everyone can contribute and edit existing tutorials. Partner Servers This is more of a "bonus" feature of this big update, but I thought it was a pretty cool addition. We now have a page that displays servers of the groups that partner with us as part of the JKHub Network. The network is just a simple way to collect the major and minor groups and communities around Jedi Outcast and Academy into one area to make it easy for newcomers and veterans to find them. If you have a community you want featured in our network, just let us know! We link to servers on the server page, and websites and Discord servers in the JKHub Bar. It’s great way to expose your clans or groups to new eyes. Ported content policy I’m sure y’all are tired of seeing this come up in these news posts, and I agree. However, effective immediately, we are returning to our previous policy regarding ported content. That means as follows: Any content taken from a source outside of Jedi Outcast or Jedi Academy is considered "ported content" and is technically the legal property of the relevant copyright holder. This content is allowed in our file section with the stipulation that more than the bare minimum was done. Some kind of original work must be put into the mod. An example of the bare minimum we would allow: a playermodel ported from Fortnite must be fully weighted to the JKA skeleton and work correctly in the game with NPC files, MP icons or SP menu support and sounds. Simply pasting it in Blender and exporting it to GLM may seem good, but then isn’t tested beyond the "it works!" factor and doesn’t actually work with animations properly or any way to actually use it outside of the /model command. If you use content you didn’t create, put as much effort into the experience as possible to show you also know what you’re doing. This is a very subjective policy and each case will be very different. But we feel that enough ported content is being made outside our Files section that we would be shooting ourselves in the foot if we didn’t allow it in some capacity. Our outlook has always been to encourage creators to do as much work themselves as possible when it comes to mods. Copying someone else’s work is never as honorable as creating it yourself, however a lot of knowledge can be gained from using another’s work. The biggest part of this policy is honesty. You have to list where your content comes from. This has always been our policy, even with other modders’ content, but is even more important with ported content. You did not create it, so please do not pretend you did. Be as explicit as possible with your sources. Also be aware that your ported mods will be subject to termination if we ever get contacted by copyright holders. Our latest file submission rules can always be found here. Donations return You may have noticed that Caelum has left us again. You also may remember that he took over financial responsibility of JKHub for a few years, and we thank him greatly for that. However we are now back to operating all on our own again. This means we have costs again. Yay. The request is always simple: we need money. This community has always been generous with donating towards a resource like JKHub over the years, and I don’t doubt you will show up again. If you are fortunate enough to have some extra cash and want to see this community continue and thrive, please consider donating. I’ll be even more blunt than that. Our estimated yearly costs are around $400. We would love to get to that goal by December. Donors that donate over $20 USD will gain a special badge here on the website. A full post will be dedicated to this soon, complete with the traditional progress bar to help illustrate our progress. New contest Part of the birthday celebration is a new contest! It’s not "birthday" themed necessarily, but we will be thrilled if you make any (birthday cake thermal detonator mod when). The theme for this contest is called Summer Days, which is exactly what it sounds like. Summer themed mods are the goal here (sorry to those who live in the upside-down where it is not summer right now). I know this may seem a bit late, it's already nearly August, but that means we have 2 months left! Examples to help you out: pools beaches swimming attire lemonade beachball volleyball backyard barbecue fireworks campfires sunny weather rosh in a speedo ice cream A few modern games have done this as part of their seasons, like Call of Duty, Fortnite, etc. so if you need inspiration I recommend looking up what they did for those. Of course the winner will be voted on by the community in a poll here, and will receive a badge on their profile showing they won, and added to the contest page. The mod will be a featured file across the site until the next contest. Rules You can only enter your own creations. You may team up with another modder. Any external content you did not make must be explicitly referenced in the description and readme file. You may enter more than one file. You may enter files that were created previous to this contest, as long as they abide by the rules. Any content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise. If a large number of mods are submitted, more than one winner may be chosen. The deadline for submitting content is September 12, 2021, September 14, after which a poll will be opened. The poll will be closed by the morning of September 20, 2021. Submit to Summer Days Contest I'd also like to quickly point out that we are now moving contest submissions to their relative categories in the files area and instead use the tag system to organize them. You can see previous contest entries on this page. Entries are moved to their specific categories after the contest is over. Closing That was a lot of info to cover in one news post, so dedicated posts for a couple of these topics might be made, to feature them more heavily and gain more eyes on them and provide more details. A lot has been going on behind the scenes over these last few months and I'm really glad we can finally show some of it to y'all. I'm sure it feels very stagnant until now but hopefully some of these things will breathe some new life into this place. Let us know your thoughts and questions in the comments! EDIT: We are also testing out language options for the website. Only interface items will be translated, and we still require all posted content to be in English where possible. Check out the language selector in the bottom left of the page and if we're missing your native language, let us know. View full article
  8. That’s right, it’s been nine years since the Hub launched. Normally I would love to wait until the 10th year to make this big of a change, but I think this revamp is long overdue. Initially, when we announced JKHub 2.0, we planned for a redesign like this but life and complications get in the way. I’m sure most of you thought it would never come, or lost interest, but hopefully the wait was worth it. New theme This theme was originally designed by a designer named CodeByte, so all respect and gratitude goes to them. However, I’ve made a lot of special modifications myself. We still have our own identity, so anyone worried about JKHub using some random theme shared by various other sites out there: don’t worry. I wanted to make the switch to a dark theme by default, which I know can be a bit divisive among people, so I also wanted to have a toggle to easily switch between dark and light themes, give everyone a choice. You can find it at the top next to the Create button. The biggest change I wanted to make with this theme is to give the front page more relevant and appealing information. The slider will serve latest news items, similar to the JKHub bar. It breathes some life into the front page and gives a contact point for new visitors to visit either the Getting Started page or the latest news items. Since news is quite sparse in the JK community, I felt featuring it so prominently in the past was a bit tacky in the way we used to, and hoping this new page is much more inviting and appealing, especially for newcomers. Achievement system You may have noticed a few weeks ago that you suddenly gained some random achievements for seemingly no reason. That’s because it is a new feature that Invision introduced and I decided to enable it early to see how it would work. Luckily it counts everything that you have previously posted, so if you’ve been around for awhile, chances are you have a few badges and ranks already. The ultimate goal of this system is to give a small incentive to engage more with the forum and file community. You gain points by posting, submitting mods, liking, getting likes, etc. The biggest benefit to this new system is that we can finally award contest winners with custom badges. All previous contest winners have proactively received a badge for the contest they won in the past. Each one is made custom to that specific contest by us, and will show as "rare" since only one person receives it. You can see an example on this profile. Tutorial & Wiki relocation Some may recall we used to have a dedicated tutorial system which was eventually deprecated from lack of development of the plugin we used. That forced us to convert them all into normal forum threads, which sufficed for getting the info out there for people to read. Now, with the newest software there is actually a good system built in that we also use for news posts called Databases. This is essentially a lightweight wiki-style system that we think will be perfect for tutorials to live, because it allows anyone to edit them (with approval of course) so we can ensure that our tutorials have the current and correct info, even if the original author hasn’t been seen in years. That same system is where the wiki is also going to be moving to. The wiki has been the neglected child in the JKHub family. There is a lot of good content on there, but it’s not nearly as much as what could or should be. Two big barriers we notice people not bothering with it is that it requires a whole new and separate account to contribute to it, and it also requires learning of wiki markdown which can be confusing for people to learn. Our new system will be much more user-friendly, convenient, and integrated with the rest of JKHub as a whole, like search and content feeds. I’m hoping this new system for the tutorials and the wiki will help put more of a focus on community-driven content, and not feel so out of reach to contribute to. Right now we are still in the process of moving things over. You may notice some tutorials have been moved and some haven't. The old ones are still accessible before they are moved. We are about halfway done, but due to the process, this will take awhile. I'm hoping to have them all moved over in the next 2 weeks or so. A full post will be made about it and how everyone can contribute and edit existing tutorials. Partner Servers This is more of a "bonus" feature of this big update, but I thought it was a pretty cool addition. We now have a page that displays servers of the groups that partner with us as part of the JKHub Network. The network is just a simple way to collect the major and minor groups and communities around Jedi Outcast and Academy into one area to make it easy for newcomers and veterans to find them. If you have a community you want featured in our network, just let us know! We link to servers on the server page, and websites and Discord servers in the JKHub Bar. It’s great way to expose your clans or groups to new eyes. Ported content policy I’m sure y’all are tired of seeing this come up in these news posts, and I agree. However, effective immediately, we are returning to our previous policy regarding ported content. That means as follows: Any content taken from a source outside of Jedi Outcast or Jedi Academy is considered "ported content" and is technically the legal property of the relevant copyright holder. This content is allowed in our file section with the stipulation that more than the bare minimum was done. Some kind of original work must be put into the mod. An example of the bare minimum we would allow: a playermodel ported from Fortnite must be fully weighted to the JKA skeleton and work correctly in the game with NPC files, MP icons or SP menu support and sounds. Simply pasting it in Blender and exporting it to GLM may seem good, but then isn’t tested beyond the "it works!" factor and doesn’t actually work with animations properly or any way to actually use it outside of the /model command. If you use content you didn’t create, put as much effort into the experience as possible to show you also know what you’re doing. This is a very subjective policy and each case will be very different. But we feel that enough ported content is being made outside our Files section that we would be shooting ourselves in the foot if we didn’t allow it in some capacity. Our outlook has always been to encourage creators to do as much work themselves as possible when it comes to mods. Copying someone else’s work is never as honorable as creating it yourself, however a lot of knowledge can be gained from using another’s work. The biggest part of this policy is honesty. You have to list where your content comes from. This has always been our policy, even with other modders’ content, but is even more important with ported content. You did not create it, so please do not pretend you did. Be as explicit as possible with your sources. Also be aware that your ported mods will be subject to termination if we ever get contacted by copyright holders. Our latest file submission rules can always be found here. Donations return You may have noticed that Caelum has left us again. You also may remember that he took over financial responsibility of JKHub for a few years, and we thank him greatly for that. However we are now back to operating all on our own again. This means we have costs again. Yay. The request is always simple: we need money. This community has always been generous with donating towards a resource like JKHub over the years, and I don’t doubt you will show up again. If you are fortunate enough to have some extra cash and want to see this community continue and thrive, please consider donating. I’ll be even more blunt than that. Our estimated yearly costs are around $400. We would love to get to that goal by December. Donors that donate over $20 USD will gain a special badge here on the website. A full post will be dedicated to this soon, complete with the traditional progress bar to help illustrate our progress. New contest Part of the birthday celebration is a new contest! It’s not "birthday" themed necessarily, but we will be thrilled if you make any (birthday cake thermal detonator mod when). The theme for this contest is called Summer Days, which is exactly what it sounds like. Summer themed mods are the goal here (sorry to those who live in the upside-down where it is not summer right now). I know this may seem a bit late, it's already nearly August, but that means we have 2 months left! Examples to help you out: pools beaches swimming attire lemonade beachball volleyball backyard barbecue fireworks campfires sunny weather rosh in a speedo ice cream A few modern games have done this as part of their seasons, like Call of Duty, Fortnite, etc. so if you need inspiration I recommend looking up what they did for those. Of course the winner will be voted on by the community in a poll here, and will receive a badge on their profile showing they won, and added to the contest page. The mod will be a featured file across the site until the next contest. Rules You can only enter your own creations. You may team up with another modder. Any external content you did not make must be explicitly referenced in the description and readme file. You may enter more than one file. You may enter files that were created previous to this contest, as long as they abide by the rules. Any content is welcome, including skins, models, maps, weapons, menu mods, etc. Just make sure it abides by the rules. Files can be for Jedi Academy and/or Jedi Outcast. We will assume files are for JKA unless specified otherwise. If a large number of mods are submitted, more than one winner may be chosen. The deadline for submitting content is September 12, 2021, September 14, after which a poll will be opened. The poll will be closed by the morning of September 20, 2021. Submit to Summer Days Contest I'd also like to quickly point out that we are now moving contest submissions to their relative categories in the files area and instead use the tag system to organize them. You can see previous contest entries on this page. Entries are moved to their specific categories after the contest is over. Closing That was a lot of info to cover in one news post, so dedicated posts for a couple of these topics might be made, to feature them more heavily and gain more eyes on them and provide more details. A lot has been going on behind the scenes over these last few months and I'm really glad we can finally show some of it to y'all. I'm sure it feels very stagnant until now but hopefully some of these things will breathe some new life into this place. Let us know your thoughts and questions in the comments! EDIT: We are also testing out language options for the website. Only interface items will be translated, and we still require all posted content to be in English where possible. Check out the language selector in the bottom left of the page and if we're missing your native language, let us know.
  9. I am sad this is rated so low.
  10. Gravity can be set in the map's wordspawn entity, yes. You can learn how to do simple entity modding here and here. Also, you are correct on afi's syntax being off. He should have put bind space "+moveup;g_gravity 300"
  11. The Basics This page will help you get started with mapping and level design. This first section will list the thing's you'll be required to download and provide a little information on setup and things to pay attention to. If you have questions, use Google. Google is your friend. You can find the answer to pretty much anything. Also, please take advantage of the large selection of tutorials here on JKHub. (This is all for idtech engine games, if you want to map for other games such as games on the unreal engine this will be partly useless) What you need to download: GTKRadiant /NetRadiant: Traditionally the preferred version is 1.4.0 over the newer versions such as 1.5.0 & 1.6.x, and most tutorials are based off of this version. However that is no longer a concern and the newest version should be familiar enough using older tutorials. However, in recent years modders have moved onto a new Radiant build called NetRadiant-Custom (NRC for short). This has more features, better compatibility with modern operating systems and hardware, etc. It is highly recommended to try that out. It might look slightly different from GTK tutorials show but it should be familiar enough. Download NetRadiant-Custom here and check out this in-depth mapping tutorial on mapping with NRC. Pakscape: Assets in the Quake3 engine are stored in archives in the pk3 format. Pakscape allows you to easily create new PK3's, or modify existing ones. All your files need to be stored in PK3's in the base folder in order for the game to use them. The Jedi Academy SDK: This is the source code for the multiplayer engine, plus various tools used in the design process. Specifically when it comes to mapping you'll be using BehaveD and EffectsEd a lot. They are both included in this SDK under the tools folder. There are a number of other useful tools included such as Assimilate/Carcass (compiling glm for models), and MD3 view for viewing MD3 models and their animations. ShaderED is included but if you need to make your own shaders, learn how to do it with notepad. ShaderED is extremely outdated and will do you more harm than good. Q3map2GUI: This is an EXTREMELY useful tool created by Darth Norman. q3map2 is the command line compiler for maps. This GUI makes it so you can easily edit the compile options from an interface instead of painstakingly editing command lines yourself. This tutorial explains how to use it. EasyGen: EasyGen is a program that can generate an entire terrain for you entirely from an 8-bit bitmap. Once it generates the terrain you can easily paint textures onto it and then export an alphamap+metashader to provide a seemlessly blended terrain. GIMP: You will eventually find the need to modify textures, or make your own. In order to do so you need an efficient image editor. The ideal image editor is Adobe Photoshop, but that can be expensive and most people would rather have a free alternative. This is where GIMP comes in. GIMP has a variety of user friendly tools for the beginner to accomplish much. There are various tutorials out there on the internet on how to use GIMP, making it even easier to learn. Blender: Blender is an open source, free modeling program. The UI is kind of confusing at first and it isn't as efficient at UVUnwraping as 3DS or Maya, but it get's the job done. If you want to make fully UV mapped MD3 map_objects you'll need this program. You can also create your own character models if you wish, but that is advanced work. There are a HUNDREDS of tutorials out there for 3D modeling in Blender. YouTube is a great source for many of them. 3D modeling is hard, but when you get the hang of it, it becomes an invaluable tool in your arsenal. NOTE: If you download Blender, you will need mrwonko/Cagelight's Jedi Academy Plugin Suite. It's the only way to work with Jedi Academy's files (.md3, .map, .ase). Check out the modeling tutorial section for more of those. Mapping Resources Installing GTKRadiant How to install and set up all the essential programs to begin creating custom user content (for example maps) using GTK Radiant 1.4.0 for Jedi Academy. Installing NetRadiant-Custom How to install and set up NRC for Jedi Academy mapping. This is a newer, more modern fork of GTKRadiant. Creating maps with NetRadiant-custom This tutorial series created by user frenz covers a lot of the basics similar to RichDiesal's old tutorial, but much more modern and for the newer NetRadiant-custom. RichDiesal's Mapping University The RichDiesal Mapping University / RichDiesal's JK2Radiant MapSource was regarded by many across the community as the best set of tutorials for beginners and advanced mappers to learn from. Some time in 2010 when Map-Craft went down, RichDiesal's tutorials went down along with it. But now we have revived it thanks to users that kept backups! Please note that some images and links still do not work, as some files that were hosted on Map-Craft were not recovered. All the tutorials should still be usable and doable. MUG's Video Tutorials This series will teach you everything you need to know to make maps from the ground up. JKHub Mapping Tutorials There are many tutorials that have been written exclusively for or provided to JKHub by various members and mappers. These can be truly invaluable to anyone that makes maps for the Jedi Knight games. Chances are, if you have a question, they can be answered by reading or watching these tutorials. Mapping for Single Player Redsarus shows us how to map specfically for single player mode, by creating a mission based map complete with scripts, objectives, and NPCs. World of Level Design There are many wonderful sites that have great tutorials on level design. World of Level Design ranks up there as one of the best resources for learning how to design maps in a logical and fun way. GTKRadiant Wikibook Learning the Q3A engine Q3Map2 Shader Manual If you plan to take full advantage of shaders (which you absolutely should) then this will be extremely helpful. Advanced Portal and Hinting Optimization Learning the technical side of what you're working in can be very rewarding. Other Helpful Links MapCore MapCore is a great level design community. A Guide to Level Design A great guide that gives the ins and outs of designing maps. Designing Multiplayer Maps This is a small handbook that explains the logic and methods used to design maps for multiplayer game modes.
    The Dark Alliance series is one of the best SP story mods for JK2 and JKA. I remember I played this one first, before realizing it was part of a series, and it still holds its own as a standalone story. I'll never forget the first time I played it. Playing as Mara was so cool, and seeing the conversations between her, Luke, and Kyle was such an awesome feeling. Highly recommend at least checking this one out, but definitely play all 3 if you have the chance.
    The Dark Alliance series is one of the best SP story mods for JK2 and JKA. This second entry in the series went even further than the previous one with higher quality cutscenes and writing, and continuing the interesting story of Kyle Katarn, which is always what the people want.
    The Dark Alliance series is one of the best SP story mods for JK2 and JKA, and The Mainframe is the one that kicked that off. It shows it's age nowadays but it's still a gem of a mod. Highly recommend checking it out if you never have, along with the rest of the series.
  12. But the script works when you just run it by itself?
    Pretty good! I think it's a bit odd seeing such hi-def eyes on a lower quality model but you do what you can. Nice job.
  13. Try adding a wait command in between them: bind x "npc spawn carth x;wait 1;runscript x switch_player"
  14. Script gurus that might know are @Noodle @MagSul @Ramikad @therfiles
    Wow, this is amazing. Great work! Hope to see more maps like this from you!
  15. You can use this to use MP skins in SP:
  16. This is awesome, can't wait to play it! A more Star Wars focused mod with Epic Challenge-style levels is something I'm totally into.
  17. Try doing what ashura recommended with making your own PK3 file, not only is it a better way to mod your game, you don't break anything and need to reinstall. Also, are you using OpenJK or any other mod? It's possible that the assets are installed twice in different locations or something like that. That has happened to me before. There is also a chance that some of those values are hardcoded depending on the NPC. There are a lot of nuances to NPCs and sabers that aren't reflected in the NPC files.
  18. You could follow the tutorials that explain how to kitbash/Frankenstein models with Blender and only copy over that tag. Here’s one:
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