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Changes

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  1. Thanks for the reply! I did a test compile, and it seems to be aligned just fine in game. I did try messing with the trilinear etc display options, but nothing seems to get the textures to display properly in the editor. Alas! I'll count this solved, since it's really just a cosmetic issue.
  2. Hello! I recently realized my Radiant is improperly fitting my textures. Whether I use the surface inspector and "fit" them or just apply them with their default settings, they come out slightly off. Not a huge problem for textures that repeat, but pretty noticeable for those that do. I tried googling for this, but am coming up empty. Has anyone ever encountered this or have any recs? I'm running gtk 1.4 on Windows 8.1, if that helps. Here's an image of what I mean--I used the default 'shader not found' so you can see the checkerboard just barely starting to repeat at the top and right edges.
  3. No clue! I'm thinking I might be close to done with the actual architecture. Just have to make a skybox, do entity placement, and fix a few things. But updates will be few and far between. My thinking is I'll release this with source files when it is finally finished, so people can put Bubs in their map (Bubs should be in your maps, guys). Here are some new screenshots tho:
  4. Hey there! In another lifetime I made maps for jk2 under a different name. Back in the day, folks requested I release two of my maps for JKA. Here we are in 2016 and it's increasingly unlikely that I'll ever get around to doing that. Seeing someone upload my Big Boo's Haunt map here on jkhub has made me think I should try to push these old files off my backup disk, so I've decided to release the source files, plus a few extra goodies, for my Super Mario 64 and Bikini Bottom maps. Anyone is welcome to use any piece of these .maps so long as they credit KaiStagon and include the original readmes. Beyond just using the source files for your own projects, maybe you want to convert them to be fully playable on jka?? Again, just include the original readmes and credit my old name. Don't you think that would be a good and cool thing for a person to do? I think that would be a good and cool thing for a person to do. Just a note: these are the original map files, not shady decompiled files. Neato! Here are some screenshots: Lighting is pretty bad in both maps: It's splotchy in Bikini Bottom and just a tad too dark in Mario64. I think a converter would have to mess around with the lighting. Entities probably need to be recreated--I think triggers and functions are slightly different between JK2 and JKA, no? These maps are also 6-10 years old, and I'm totally open to aesthetic changes, improvements, and additions anyone might want to make. One huge limitation I was up against with JK2 was the entity & brush limit for MP mapping. If you were feeling particularly daring, you could probably recreate additional Mario 64 levels and paste them in (actually, that would be pretty awesome). The map as it stands includes the castle grounds and full interior, Bob-omb Battlefield, Cool Cool Mountain, The Princess's Secret Slide, and a Bowser boss fight area. I had originally intended to include Jolly Roger Bay, Whomp's Fortress and Big Boo's Haunt when I ran into compile errors. Early versions of the map actually included a pretty poor recreation of Whomp's Fortress (so if you were around when Team Wookiee hosted the ShroomDuck map contest, you might have played this! It was pretty bad!), and I had started on remaking the area, but I dropped it when I realized space was going to be an issue. Similarly, Big Boo's Haunt was fully completed before I had to kick it out. I tried to cut Jolly Roger Bay down to be able to fit into jk2's strict limitations, but wound up cutting it entirely. I've included .maps for the incomplete Whomp's Fortress, the completed Big Boo's Haunt (and you can grab its textures through the link below), and one of the "compromise" versions of Jolly Roger Bay in the .zip. JRB doesn't include the full area, but I don't have a .map for versions when it did. Back in 2009, I thought about converting Mario 64 to jka myself. To spruce things up, I was also going to add in patch-mesh models of characters from the game. I made those models, but didn't actually get around to converting the map to jka. I've included these files! I'd recommend converting them to .ase files since the small patches tend to do weird things in-game. Bikini Bottom should be pretty simple. There weren't any limitations (besides my own amateurish design and not great lighting) or additional .maps, so this should be a bit more straightforward. Another note: I also have .maps for almost all the other SDinc map pack maps, but I'm hesitant to release them since they were collaborations (and some I didn't personally work on at all). However, if any of the maps in the pack strike a JKA mapper here as something they'd like to convert, let me know and I'll see what I can do. Link to the ShroomDuck inc map pack with textures & shaders you'll need: http://mrwonko.de/jk3files/Jedi%20Outcast/Maps/Map%20Packs/101773/ Link to Big Boo's Haunt: https://jkhub.org/files/file/2718-big-boos-haunt/ new .zip with additional .maps and textures: https://dl.dropboxusercontent.com/u/9360154/sm64_bb.zip
  5. Howdy! I decided to recreate a few areas from the flash cartoon franchise http://homestarrunner.com/ which, like Jedi Academy, had its heyday in the mid 2000s. I had a blast making some obscure/one-off references in radiant-- for example, in one cartoon Homestar spits a teddy graham onto Strong Bad's ceiling, so you bet your bottom dollar I shopped a teddy graham onto a single ceiling tile. It was fun to offset the blocky/single colored walls which dominate the flash cartoon with some of these details, like Strong Bad's laundry pile, the Trogdor arcade booth, or the "potate" chips. I've recreated the entirety of Strong Bad/Strong Sad/Strong Mad's house and Strong Badia, the "lot behind some dumpsters" that Strong Bad owns. I'd like to recreate the track, club, Bubs' concession stand, and two more residential houses but I'm a little worried about FPS for an open-layout flash cartoon recreation map. Anyway, I won't get another chance to work on this for a few months. some reference shots And some shots of the map:
  6. Ah good call about the progressive jpegs-- I resaved the textures and now they load just fine. That was really fast--Thanks!!
  7. Howdy! Having some noob troubles with Radiant. I use 1.4. Whipped up some new textures in gimp, all of which are .jpg's and correctly sized (64x1024 etc). Other textures load fine in the editor, but these all display with the "shader image missing" image. Does anyone know what I might be doing wrong here?
  8. Someone attempted this for Enemy Territory years ago, but abandoned it (and left behind source files). My guess is you would need to take some creative liberties to make the outside more vis friendly and cut down on the size to avoid the problems that made the author quit, but the files could be useful for reference (or even using parts wholesale while crediting the author): Download link is in the last post in the thread http://forums.warchest.com/showthread.php/30477-Hogwarts/page7?highlight=hogwarts
  9. Back in the day, I used Bubba's Quake3 tutorial when I would map for JK2. Pretty much everything in the tutorial applied to JK2, except for one section on "moving spines" or "undulating columns" which apparently had the effect of making a cylinder look like it's "pumping water or eggs into the adjacent wall." This was all accomplished just with a shader; gothic_block/gkcspinemove. Someone mirrored the old tutorial here, so you can see what I'm talking about (it's two pages): http://www.1upclan.info/hosted/bubba-map-tuts/spine1.html Has this shader been used in JK2 or JKA? If it's just a shader, my thought is that it would be compatible with these games, though I don't think I've seen any base or custom maps which have used it. Perhaps someone with Quake 3 could locate and paste the shader? I think this would be a really neat effect for organic details in maps. Thanks, all!
  10. Hi all! I used to map for JK2 using GTK1.4 back in the day and figured I'd get back into it just for the heck of it. Since I'm on a new laptop and a new OS (Windows 8), and since I've read that Windows 8 and GTK 1.4 don't compliment each other very well, I figured I'd download 1.6.4-20130922. However, I get this error when I try to initialize the program: I get the same error when I try to run 1.6.4-20130824. I'm going to give 1.4 a whirl and see if I can manage that, but does anyone know anything about this error? A google search for the missing MSVCR110.dll didn't turn anything up. I'm probably missing something really obvious. Anyway, thanks for having such an active community here and I hope to hear back from y'all! Edit: I'm using 1.4 for now (it installed and is running just fine). I've got the infamous "can't save as" bug, but I'm fine with using the notepad workaround for now.
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