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lil_binger

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Everything posted by lil_binger

  1. Progress being made. I really should make maps for JA because I always run into barriers making them for JO. I might make a v1 of this map in JA which is still playable in JO, then make a legitimate JA version v2 a bit later with a bit added depth. I basically tested them map and it was unplayable in JO with the amount of stuff in the map (efx, models, entities, sfx). It worked great in JA. JA limits are at least twice what it is for JO. So I may add a bit down the road for JA. Right now I've been trimming off the fat of this map. It really got too big to make it feel complete with torches etc than Jedi Outcast will allow. But I think it's a good thing with this map. I'm squeezing together some stuff and getting rid of 3 areas I liked but really had no real purpose to be there. Redefining what areas of the map a player would be drawn to as the areas of the map progress, there were some obsolete spaces brought in from other maps that just didn't need to be there. This will speed things up a bit getting where you want to go. Also, once I reconnect everything the map will be a lot closer to being complete. I have added rooms for a couple offices and bunks recently for rpg guyz, so even though I removed some stuff I've added some areas with some importance to them. For JA version 2 of this map, I've got a large cave area I made previously I've thought might be fun for a flying vehicle dogfight... I'll try to get some pics soon.
  2. can u post a screenshot of the evil map to illustrate what u are talking about?
  3. I have done a little bit of work on both maps now. Not enough to take screenshots of but I am working on them both a little bit at a time. I also just heard about JK2MV recently with sounds kinda kool but didn't see any info about it on JKhub so maybe I need to put a little more work into the maps and get something posted here when I can.
  4. I've found a little time here and there recently to mess around with some stuff. A little here and a little there. Bespin arena or (Binger's Bespin) needs a good overhaul. It's a good ways from being ready to compile again. Large parts of the map are not connected after an overhaul and redesign before I took a break. I have found some interest however in the temple of mechanism, working on the thermal golf course a little bit. Someone previously talked about adding flags and they to look pretty good in radiant. I always thought this map will be really liked in JK3. the water course is perfect for speeders. I made a test course and added just a small clip above the water (so bikes don't sink, and raced around the course full throttle, I made a test map to test varieties of terrain and what bikes could run over or jump. It's a bit closer to being finished right now too so I would rather finish the temple map first. But I may check in from time to time with the bespin map. I also plan on releasing both maps open source with permissions to modify or use parts or in whole, as long as you call it something else, meaning if someone would like to make a version of this map, like Nozyspy's Bespin, if you think more realistic textures for the exterior of the map would be better, you would have full permission to adjust the textures to your liking, add or subtract to it, all I would ask for is some credit for the work I contributed if you were to re-release. Convert it to a different game etc......cod4 or whatever. Even when I finally do release it it won't be entirely finished, a work of art never is.....I would be absolutly interested to see if anyone takes up the interest to work with the map and transform it to their liking. Or just use pieces of it for your own map wether it be a small little piece or a large area of the map. Keep just the outdoors of the temple and delete the rest and start over. You could turn the water outside into lava (which isnt such a bad idea, it might make the JK3 version more credible by having a reason why you can't pass into the water when the barrier for the bikes is activated.) Plus in JK3 I would like to work in a glow to some shaders. Right now I don't have any glow since JK2 with crash with the glow param. Glow on the lava outside make the mountain look like it's exploding and lava is poring out....hmmmmaaaahhhh. Anyway, I get carried away with my imagination at times. I've heard at least a couple people talk about brown bespin textures and the realistic qualities represented in the film. I think this open source thing would satisfy many who would like to add a touch of their own to the map. I more than likely will not get around to readjusting all the textures or architecture too much, I am more or less updating it a little bit, the view for this map being, Bespin was the most popular destination in all of JK2. Bespin has become legendary in it's status and over a decade after it's birth, They have turned it into an arena and have redesigned the entire area to showcase the skills and agility uf the universe's best fighters in competition. The pad area becomes the spaceport, main area the fighting arena, and the other area I was thinking may be an atrium or garden or something with a place designated for fighting which can be observed. So, this map is intended to imitate the original, so using the original texture scheme is intentional. And, P.S. I will say, if someone is interested in having a look at the Bespin Arena map file and wants to make some additions or improvements, I would be willing to work on this map as a group project with others or just one other person is fine if anyone is interested. If not I'll try to finish them eventually.
  5. sadly no, I stopped working on this when I got a bug to revamp the temple of mechanism. I haven't worked on it a whole lot since then. I've been sucked into Swtor again. Igottwormms @ Jedi Covenant is the name and server you are most likely to find me on there. I need to try and make some time to finish a few things up and get a couple maps finished.
  6. Been away from gtk for a bit. I still want to finish the map. I've been playing some Swtor as Igottwormms and I do have a character lil'binger there too on Jedi Covenant server.
  7. To clarify,It has nothing to do with the red box of a surrounding model that will cause an entity leak error, it is the origin of the model intersecting a structural brush that makes this happen. Entity leak error will show what entity leaks if it has one, find the origin of the model and make sure that isn't instersecting a structural brush/ Most people make the origin at the bottom of a model, some trees in JK2 and 3 the origin is at the middle of the tree so the "red box" can intersect a structural brush. Some models used as a lamp may intersect or occupy the same space in a wall as the structural brush. So locate the origin of the model and disregard the "red box". Make sure model origins don't intersect structural brushes. (It's the little 3D "plus sign" each model has which is the origin of the model)
  8. I've taken a break for a bit. I've got a lot going on currently, I hope to get back to it when I can
  9. For your gong, put a physics clip over it where you want to trigger the sound (or you could make the gong itself the entity), make it a func_usable, then make a target_speaker for the sound you want ot play. Give the target speaker a target name. Then the func_usable: target gongsound health 1 wait 1 and click the always _on spawnflag or: spawnflags 8 That is how I made the thermal golf holes trigger a sound when the grenade explodes in the hole. It should also work with a saber hitting it. The health you can change to only be activated with a harder hit and the wait determines when the gong is usable again. You could go even farther and put in a relay and have it open a secret door or something, many options there...
  10. It's not a big secret, it can be frowned upon if someone decompiles a map but I think it is a necessary learning tool. First you have to have the pk3 in your base folder for the map, in a different folder extract the contents of the pk3 or just extract the bsp file for the map you want to decompile. Once you get a hold of the bsp, open the base/maps folder for Jedi Academy and place the .bsp file there. then you go to the next step. Next open the command prompt for windows and run as administrator. If you open the command prompt in Windows, you will be in the windows directory. type cd.. enter then cd.. enter and you should be in the c: directory, one there the command is: "C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\q3map2.exe" -convert -format map -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -game ja "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/decompilemapname.bsp" Adjust the above code to where you have q3map and Jedi academy installed and make sure you change the map name in the code to the .bps you want to convert. Just be mindful and use for educational purposes. The good thing about decompiling a map is it will not be perfect and textures will be all out of wack, brushes will be out of place, leaks will occur. Decompiling makes a very inaccutare copy. It can be used for retrieving lost work as long as you have a bps around somewhere you can convert it but it'll take a long time to get it back to the way it was but it would be better with errors than no map file to work with at all.
  11. There are other ways like decompiling a map to find out how someone did something. I had to do that recently to find out how to spawn a rancor npc.
  12. I still have the map file for big cannon. I could try to contact him if I can find an email address to see if I could release it as a source file for learning purposes or a prefab for someone to add to. At the very least I could at least take what I did from the map for illustration without using anything the original author made. Of course I am also thinking of making some source files for release as a group so people can access areas and see how they can make some stuff work without scripting or being too overly complicated. Also I've made a vehicle test map I hope to expand upon recently. I've put some things in there to test like certain angles, water, forcefields, blocks of varying heights to see how well a vehicle will overcome and obstacle or jump or something. It would help someone putting together a vehicle map so they know how to build stuff bikes like before they build it. Eventually I'll try to get something put together
  13. I don't know if this will help but maybe. So I think you want a md3 to fire a bomb. Tie bomber to bomb something. An fx runner can start off and can be triggered to work. If you want it to shoot once, add a target delay and have the target delay target the fx to turn the fx off again after it's been used or else the fx runner will keep running. If you want it to loop you can change the wait times. Wait I think in seconds, delay is milliseconds so in milliseconds 1000 equals one second or 10000 equals 10 seconds. If you want it to shoot a bomb out every so many seconds you change some of those variables. If it's an md3 and a train i think the crush through flag will make the train trigger something. Like if there is a trigger at a certain point the train goes through it and it fires a efx or something or whatever. I've not exactly tested that however. But entity info does say that is what it will do. I don't believe this works in JO however so that may be one reason why I have not tested that, I know everything else works, I'm just not sure crush through in JO will work. So, trigger_multiple targets a target relay and a target delay, the target relay and delay both target the fx. the relay will instantly start the fx_runner and set the delay with a wait value to turn the fx off again. That way the fx is triggered on to drop a bomb then triggered off again so it stops dropping the bombs. Maybe you can try that? Maybe that's not what you are intending to do? Maybe it'll give you an idea to make it work a different way. Another thing with a train, I helped a friend during the making of the Shroomduck map pack get something to work he was having trouble with. A map called big cannon. I got all the cannons to work for him triggereing a physical object / train so shoot out of 10 separate cannons all converging on the top of a hill. It worked but the wierd thing was the train had to target the last path_corner and when triggered would run the path backwards. It worked pretty well, I just had to rearrange the targeting of path corners to point from the hill up into the air and then into the cannon then when triggered it would look like the cannonball was coming out of the cannons. You could have a md3 fire a physical missile that way made from patches or brushes or another md3 if you want to take it that far. If course the trajectory will be fixed.. So there's another idea. I don't know if that will help or if I have lost ya already. oh and the impact fxfile, in the efx file there is a coding to let the game know to do something if a collision of the fx is detected. You can open the efx file and find where this coding is and can direct it to do something next, like trigger another efx for the impact. Im not sure if that will answer your question exactly but maybe it'll help.
  14. and the council picture in the floor is Egyptian hieroglyphics I found a picture of then added in a couple lightsabers to his hands then put a Stars wars cymbal around it The pic is early stages of development. I haven't spent much time in this area lately but it's been on the list for a while. Thinking about adding rpg elements into I decided the map did need a jedi council area and that area didn't have the best significance being there. It was basically just a place to fight and fall into the lave and access other area, now it will have a better purpose and some management rooms or offices will add a finishing touch. I've basically only got the chairs arranged and the floor redeveloped in the pic. I decided closing the floor but leaving the lava pit underneath and making it a council area would be pretty neat. The disappearing floor may turn into a couple doors that open but doors always cause a little problem when you want to drop someone into a pit of lava, they have a better chance to escape. A disappearing floor?....poof....gone...collect the ashes. lol
  15. It came from the temple from jk2 with a duel map all connected together. I haven't recovered all of my old files but I do have many of them. I'll see what else I can find.
  16. I'm thinking some kind of tiki torches for the lava cave instead of ones on the walls in pic 6. The council area, I thought about dropping in a chandelier but I like the view above the seats which lights the area with the light from the eclipse / skybox but could definitely use some on the wall. I did take a lantern and a wooden post from a water cave and made a half support with the lantern hanging from the end for the pit area in the map you may have seen before, nothing in that area basically but I have some lanterns and torches in the pit area and I took pics of the area but doesn't look good enough yet to post a photo. I still have some work to do in the small lava pit area. I've thought about bringing in the half support and the lantern into the council but definitely needs light sources like a lot of the map still but I'm getting them in there slowly but surely. I'll work a little here and there all over the map when I do. I'll region one area out and complete some stuff, then move on to another area, skip and jump around from place to place then doing some unplanned stuff including already starting a new thermal golf hole set in a factory kind of setting ready to make another hole and piecing a courtyard area together to have the golf map from the temple of mechanism connected to a courtyard then connected to yet another adventure thermal golf course in a different setting. I've only put in a couple hours on that though. I'm just wondering about the rancor area. I kinda like it but I kinda don't I plan on working it a bit more and getting the second slide in (or removing the slide entirely). and adding a bit more light. The plan was to have a roaming rancor npc in there but they act a bit funny because of the terrain. A Rancor just wants a totally flat surface and pretty much nothing else. Make it walk over something and it glitches out and the animation is not there. You'll see it appear on top of the obstacle or rock or whatever, then appear again on the ground and start chasing you again. I thought about removing the lava and have them roam the pit in the rancor area but I like the lava look in the area. The rancor and slide idea was and idea I had for a different map. Basically I'm trying to think of ways to make the area a little more interesting and have more stuff to do. Plus I clipped the rancor all out so why not let people enjoy it more so I am trying to add a little more access to it. After all, I believe when people see a big rancor, the first thing they'll want to do is to jump in his mouth. I have changed things just a liltle bit, since I added more access to the rancor in that area I have reduced the access a bit from the outside. Basically I had a dedicated teleport to the rancor area but now that teleport is a somewhat random teleport. You might teleport to the rancor's mouth, you might teleport to the training area or the golf course or tram. It's pretty much one single teleport trigger with multiple targets. I have done this before with other maps but never random, it would still teleport you to the same area just different targets. I have heard of people dying somehow with the old method I have used but it never happenned to me. The new teleport in the temple map every time I jump in I am simply just teleported. Sometimes to the same place more than once but eventually I did teleport to every area where I set a target. I never died teleporting however I must still consider this a possibility. And I have not tested the random teleport with JA yet. Many thanks for the points Jeff
  17. Version v0.3

    87 downloads

    I found an old map file around the same time I heard someone mention the Lady Luck in a post on the forums so I decided to make a small prefab. I believe the ship was decompiled in the mid 2000's placed in a map but never officially released. The map file I had is dated November 2005. This ship should be better than a rough decompile. I have not gone through and checked the lady luck for this release but I believe I had years ago tried to fix some textures and brushes after a decompile but not much else was done with the ship.
  18. Small update, progress is still on going. Lately, I have been going through the map trying to get some more RPG elements into the design in some areas that need it. The top area of the mountain, inside the entrance will now be a Jedi Council area. That is the most fitting spot for one and it's looking good. No pics yet though. I may have a few rooms in a couple corridors nearby for Management office / room and I have an idea I may add a few substandard rooms underground. As far as the rest of the map, details are being added to complete some areas and make them look more finished. The rancor area getting a few additions and some more fps work separating an area or 2 a little better. I also plan on testing some flying vehicles in the map and see if I can come up with something. Flying vehicles may be a bit of overkill however, I am trying to put a little piece of something in the map everyone would enjoy. Currently the map is only ffa. When finished it should at least have a couple game types but it's not made for any specific game type except maybe ffa. All the spawn points are relativly close together. There is one spaced apart just a little near the slide.
  19. I think I stumbled upon the ship in one of my old map files yesterday. I messed around with it years ago and still have a copy. It's probably not in the best shape but more than likely it has been edited a bit from the original version.
  20. I've been working on a map called the Temple of Mechanism currently a work in progress proceeding through final stages of completion. I thought I may open the opportunity for others to create some stuff for use in the map. I am looking for GTK brush work only, no models or efx needed. I could use many things and they don't have to be complicated. The map will be released as open source so other will be allowed to use or modify the map as long as credit is given. Stuff I need to finish the map are mainly just details. Just bits and pieces to make the map feel more complete. Things I could use: crystal formations weapons for use in a dojo (swords, axe, ninja stuff, a glowing lightsaber with the blade turned on might be kool). other stuff: I could possibly use a light source or 2. (light source must be made to look natural and not with wires or modern look to it, it's an ancient temple after all). If you have something you'd like to submit I would consider just about anything as long as it works. If you've got an idea for something or if you have something already made let me know. And please supply a small readme file with the submission so I may give credit where credit is due. All I need is a map file of the object and a read me file. I can make both available to the public upon release. All that is needed is brush work, I can re-texture something to make it look better or fit better with the map if needed. Full credit for the submission will be given, I will not take credit for texturing or modifying something you made. I could technically place models in the map and it would work out well if I weren't making the map also to be used in Jedi Outcast. I am teetering on the edge of entity limits for JO currently so placing more models into the map with the other additions I need to make and the map won't work for JO. So all work needs to be made from a brush or patch. I have a gold and a chrome shader already made and I can apply the shader to anyone's brush work to make it look good. If interested just give me a holler or post a reply or just send me a pm. If not, I am sure I'll get what I need done. If I can get some submissions though I can work on some other stuff and get this map ready to go a lot quicker. I'll be doing detail work this weekend so the sooner the better I get the submissions I'll be able to add it to the map. And, don't worry about having to make something look perfect or realistic just to fit in with this map. I will take submissions from beginners to experts. I will however put a little more emphasis on getting the beginner submissions into the map as a priority. It doesn't have to be new, if you made something 10 years ago or last week or last month I'll consider any submission given. And, thanks ahead of time. I do hope I can get a few people interested in making a submission and I know those who do make a submission, would appreciate seeing their work in a map of this type. There is an official beta release (with version for JO and JA to view for scale etc you may reference if needed in the download section). And of course upon request, if you need me to package up an area to work out scale and stuff a little better I can supply a map file of the area you would like to add some stuff to.
  21. Friday update: Left to do: Main outside area: JA speeder bike racecourse, I tested a barrier for the water to make speeder bikes work and it works awesome. All I really need to do to make the speeder bikes work better is to add in some jumps or something with the triggerable racing surface. WIth the pedal to the metal, you can take a speeder bike around the entire water course. I expect for JA a maximum amount of racers for the course would be 6 to make it competitive. The caves in some areas of the course you could race 4 wide, corners maybe 2 wide racing at full speed. This aspect also help out the JA version a lot more than JO. Outside you can spawn a bike and go pretty much anywhere you want to go in the map. I imagine you could get a bike to the tram and the large ranor area eventually if you don't bump into a lot of stuff. For the course however, there's not much to bump into except for a wall. You can run the course basically undamaged without any other competitors running at full speed dojo details : needs swords on the wall or something, old torches need replaced with new ones. Rancor area; with the big rancor and lava: The door / cage under the rancor will no longer spawn a rancor for JA. The cage is at the top of the steps, If a player isn't on the same level as the rancor, the rancor will not try to attack you. I really can't lower the cage under the rancor because of the md3 feet of the rancor. I do want to add a little function to this area. Inside the cage there is a teleport to the main temple area outside. It won't take a whole lot to re-purpose the area, I may only need to add a detail or 2 to make it work. Also the rancor is kinda cool but only for a short amount of time therefore, I am going to make it as a distraction for a cut through from one area to another so you don't need to fight the rancor or anything, you just have to get past it to move on to a different area. Rancor cage area: Hmmm, did I put the rancor somewhere else??? Corridor details: There's still a few empty passageways and they need some stuff. Lava Pit details: this area is basically a lava pit made as a cut through. This area needs a bit more appeal. It's a little dull since I changed the lighting a bit before I removed the light from the lava shader so this area hasn't seen an update in a little while. Ritual area: Top of the mountain, this area is unchanged since I put in an observation platform to view the area. The observation area is from Binger's Bespin with textures changed. I've got a little bit to do in there to make it look better like re-texturing a few things and make the observation area look better with a small amount of brush work. This area also has 2 corridors which need some details and maybe a texture update. Golf: There are a few holes needing an update. I did try to fix one but it needs adjusting. The last few holes are still unfinished but I have widened the last few holes to give me a bit more room so they only need some details now. I've worked on the water fall a little bit. So lots of work really to be done but I already have an idea to finish most of it so, I hope progress is swift. There is still a little fps work to do in the main area. Show tris still showing stuff I shouldn't see in some spots. Yes the beta release is outdated now but it's still valid. All I really need to know is if there are some rpg elements I could add for the rpg guys and wether or not you guys like the golfing part. I work with 2 monitors and one has gtk and the other has the game. I'll run through the map and fix stuff on the fly. For JO, all that is left is what has been listed above. The majority of the map will remain unchanged. Every so often I'll compile a JA test to check out a few things so I am keeping stuff to do for the JA version and stuff I place in the test compile I'll copy over once I want to test something else for the map in JA. Testing stuff out for JA is about complete however, the next step is to add some details to the race course like jumps or something. Oh and I just thought about something....how about a spinning log in the water somewhere, spinning just fast enough to run on or something. 2 or more people could try to stay on the log as long as they can before falling off.....hmmm....only need one brush and entity for that eh? And that might create some small simple entertainment. I grew up skateboarding and bmxing and snowboarding. Driving around in a car looking for new places to skate I think has conditioned me to look into my map to create fun stuff. For skateboarding I would see a ledge or a loading dock and could just imagine the possibilities, who would ever thought, learning to skateboard would help me make better maps for this game.....lol
  22. 395 downloads

    A simple mod to make the Rancor sound better in JA. I basically switched out a loud breath sound with a null sound and the rancor's sound is no longer annoying
  23. -lightmapsize is during a compile. I posted a way I use the command prompt to compile maps in another posting here on JKHub recently. It has all the code... http://jkhub.org/topic/5733-safe-malloc-failed-on-allocation-of-276824064-bytes/ You can add in the -lightmapsize on the 3rd stage for the light compile.
  24. ty Jeff, that was one thing for JA I needed to fix, the other thing is the rancor, I was gonna post a topic in modding assistance if nobody replied. It could be with the rancor I put one in with my pk3 for JA and one JA already has may have had a conflict? The rancor in JA looks all washed out and doesn't looks as nice as it does in JO. I'll look into it though. If I can't figure it out in a reasonable amount of time I'll post a tiopic in modding assistance asking for help. The rest of the stuff is fixed. Golf hole sound effect now is triggered every time and not just once as with the beta. Edit: As for the model of the rancor, I think that's just due to lighting differences between JK2 and JK3. I'll try to light it differently in spots with some different color lights and find the one that works best for JA.
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