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lil_binger

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Posts posted by lil_binger

  1. 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.

  2. If you pay attention, there should be a red box outline around the misc_model. As long as this doesn't intersect with any structural brushes touching the void, you'll be fine.

     

    However...

     

    When caused by a misc_model, the message can safely be ignored because it doesn't halt the compilation process prematurely.

     

    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)

    Asgarath83, mrwonko and Langerd like this
  3. 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...

    Langerd and Asgarath83 like this
  4. 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.

  5. 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 :P

    Noodle likes this
  6. 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.

  7. 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 :P  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

  8. 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 

  9. 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.

  10. 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.

     

    :)

  11. 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

  12. 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.

  13. Total brushes up to 14k now.  I've fixed many things already and have some new light sources in the map and some details where the map really needed them.  I've got a 2 monitor set up so I've run through the map with gtk open and fixed many things on the fly.  I've done a bit more fps optimization outside.  The brush count is likely to rise quiclky.  The map is pretty huge, from one side of the map to the other (In GTK), it measures over 60k cubics length wise, which is half the length of space provided to work with, and 20k units in width.

     

    The main things bothering me about the map is mainly 2 areas which basically need details.  And one room that was basically empty before is now looking complete and I have plans for JA to make it work.  I am making that area into a torture chamber or something.  I plan on making a few ways to die and / or be killed.  I can't divulge much more info than that.

     

    One light source I have now originated from the forest house scaled up and redone to look like a lantern.  I've added a candle I made for a test shader and I've changed the shader a bit to make it look pretty good in game but does need some tweaks.  The good thing about the lantern is it doesn't use a fire efx, it just uses a plain sprite shader for a red flare in jk2 then added alpha config to the shader to use the candle tga file I made with an alpha map.  So the new light source does not need any entities other than light. Mainly they are only in the water caves but I have a few more uses for them and I can easily make one to look like a large tiki torch with a different sprite shader of course.  I'm real close to the JK2 entity limits atm.  I added a few more sound efx to the map and got an error so I have reworked some sfx here and there and got it working for JO again.  JA version never had any problems when JK2 did so no worries there.  I'll make sure this map just doesn't work for one game platform.   I will put some time and effort into making the JA version look just as good.  JK2 doesn't have glow shaders so I  am building it within JK2 limitations.  I think there are a few things in the map that could use a glow shader to make it look better in JA so when I am ready to finalize the map I'll spend some effort making the map look much better in JA.

     

    After testing some with the rancor npc in the rancor area, I noticed rancors really aren't all that much fun in JA.  It's kinda kool and I like the rancor npc in that area however it just doesn't work exactly as intended.  I will have a rancor in the map but I'm thinking of making better use of the rancor and make it a bit more interesting.  So I may change up the ranor area just a little bit.  Basically rancor npc doesn't like it if you are on a different plane than the rancor.it will follow you and run blindly into lava but doesn't die so that part is a bit fugly. with the area.  I was able to lure a rancor out of the area and onto a tram and got the rancor to ride the tram which was kinda fun but it did take a few minutes.

     

     

    A special thank you to anyone who has downloaded and checked out the beta I released on May the 4th.  I was on a time crunch, I wanted to get a beta out for the 4th so there were a few things I did not make or look better in JA.  I haven't heard anything from any rpg'ers out there and I haven't received any word on how you guys liked the thermal golf.  I am not looking for a critique, just a like or dislike.  I know some holes are unfinished etc but I'd just like to know if you guys liked it or not.  You're not gonna hurt my feellings if you don't like the thermal golf no worries.  I've got a person or few who may test it out soon to give me some more info but they are JK2 bound.  I hope to test an updated version of the map with them soon.

  14. Daily bump....

     

    I've seen a few good comments for the download but no comments here yet.  I'd really like to know what you guys think about the map?  Have you found all the hidden stuff in the map?  THere are secret rock doors that move to access other areas, training facility got a huge update overnight adn now I like it and the room has more appeal to draw people there..  The room on the other side of the water lava area is going through a transformation and the beginnings of that transformation can be seen in the beta, It's basically and empty room with an elevator, I am wanting to turn that area into a torture chamber of some sort and have different ways to die and stuff lol.

     

     

    One thing you guys should see with this map as it's not just  made to look pretty.  I am a man of functionality.  If it doesn't serve a purpose, get rid of it or make it better.  My maps are also not super realistic, for one, it takes a lot of time to do that however, the biggest part of not making them super realistic is you can finish one quicker. and you can concentrate on doing something fun and this map has a lot of fun built in.

     

    and speeder bikes only require a barrier over the water and you're good to go.  So all I need is a simple physiics clip over the water and the speeder bike racing for the map is on. When bikes are active people are going to pay attention to that more than they will exploring the water areas of the map so when a vehicle is spawned I can make some obstacles just for racing appear throught the course when a vehicle is spawned and I can make the course toggle on or off or after a preset amt of time the course will degenerate.

     

    Also I haven't heard from any rpg guys.  I don't have individual member rooms, are individual rooms with bunks or something needed for rpg stuff?

     

    I'd also like to add thanks to Ook for a few things he designed for forest house we both worked on.  Back in the day, even if someone had used his stuff without permission he considered it a compliment. 

     

     

    I'd like to hear what you guys think :)

  15. Map is ready for download :)  JO and JA versions. 

     

    I did note some things above I know are issues.  There is a bug in JO with the train, bots will die in the path of the train and the trains will catch and stop until the body dissappears.  There's no way to fix that in JO.  JA should be okay but I did notice they speed up and slow down on patch corners.  I have looked into having them not block stops.  Block stops is not checked in radiant. The train only has start on and crush through spawn flags.  Maybe the crush through spawn flag is making them to that.  The train paths, the speeder not working well, and the rancor not looking the same in JA are the only things  in the map I am needing to find a fix, the rest of the map pretty much works as intended.

     

    Right now just for fun I am putting together a JKA vehicle test map.  I'm gonna put in some stuff and variations of terrain etc to see how the bike responds in certain situations; water and a water barrier - to see how I can incorporate something to make the temple map a bit more vehicle friendly..  I might put in a spawn for flying vehicles also to test out.  It's gonna be no frills kinda test map. The only thrill would be testing out stuff if someone was building a vehicle map for JA this test map might come in handy so I may put it in prefab files for download eventually.  ALso if I can throw something that would be fun into the temple map the testing map will help me adjust a few things.  I'm gonna test walls and blocks and drops and angles etc.  I may write down some of my observations along with the map file and of course, please make changes to the vehicle test map file when it's available......It's a test map after all......

     

    As far as the temple map, I know people are gonna like it. And I look forward to some responses.

  16. May the 4th early update.

     

    I submitted a zip file yesterday to be downloaded today.  It will include 2 versions of the map, one version for Jedi Outcast and one more for Jedi Academy.  This map has been made mainly testing with Jedi Outcast.  Yesterday I did compile a couple times a version for Jedi Academy and have a somewhat stable build submitted. 

     

    Conversion from JO to JA was quick with this map.  One main reason for that is that I went no damage happy on some shaders.  If the texture came from JA or JO, I put it in it's own file like a custom shader and wrote no damage shaders for most of the textures in the map, doing so while building the map to convert to Jedi Academy, I mostly only had to change some spawnflags and add 2 npc spawns for a rancor and a speeder bike.  I would love to build a speeder bike course in this map but it's pretty huge already and exceeding max visibilty is right around the corner (I did get this msg recently but was eliminated temporarily, I adjusted a few things which had contributed to this error and in actuality, if I build much more structural stuff in the map I'll be walking on a fine line.  The good thing for the map however is most everything I need to build for the map to finish it are all details.......I am thinking though however now.......Placing a speeder bike in the temple map.....the bike really hates water, if there is water under it it sinks to the bottom and not even a 1 cubic difference in gtk in the height of the land and the land under the water, the speeder bike will not get over a 1 cubic bump., a player for instance can walk up steps with a diffference of 1 to 16 cubics high (maybe a few more higher but 24 cubics and payer will not walk over an object).  If in fact the speeder bike hates water so much and building a cource in addition to what I have simply would not work, there is one other solution, I could try adding a switch to a forcefield that would cover the water or something, Or I could even not make a forcefield but I could even add gates etc that would appear for the course or whatever.  I might try doing that.  All I would need would be 1 trigger and 1 func usable entity, or I could incorporate the trigger into the vehicle spawn point where I would actually only need to make the func usable (forcefield, gates and everything making them all one entity).  I'll play around with it to see what I can come up with.....I am sure I can figure something out.

     

    Just a note for the Jedi Academy version. 

     

    As this was compiled and tested mostly in JO, Lighting and shaders is where the JA version will most likely suffer.  The map looks good in JA, and is mostly identical in lighting however one major issue in JA is the lava not looking very good.  In many areas the lighting with the lava is a bit washed out and  a little unimpressive, for final release I will be sure to take time to make the JA version just as impressive looking as JO.  And the Rancor in one area doesn't look the same either in JA as it does in JO, not sure why that is or how to fix it.  If someone has a suggestion there it would be helpful.

     

    Map note:  Lots of areas need details but most of the map is there, just needing details, light sources and I'll need to fine tune lighting etc.  The map mainly built with brushes and patches and models.  I have not made any ase;s models for the map (af if I am correct a model counts toward the entity limit in the game?  I may have too many entities at that point and I am considering JK2 entity limits)  The map is basically lit with natural lighting, a solar eclipse (outside), lava and fire.  The sky shader is basically JA yavin textures,  I darken them and filled in a few gaps in the trees. 

     

    Brushes : 12763 (currently)

     

    Entities:  2337

     

    Net Brush count :  9916

     

    misc_model  114

    fx_runner  128

    pathcorner  52

    lights  1697

    trigger_push 4

    func_usable  15

    trigger_multiple  21

    func_train  15

    target speaker  154

    func_door  22

    func_rotating  2

    trigger_teleporrt 4

    func_breakable 1

    func_pendulum  1

    func_bobbing  1  (I had some bobbing lily pads, they are just barely noticeable when they bob and if they are above or below water they look different so they don't bob now)

     

     

     

     

    I hope it's ready for download soon, I am looking forward to some responses.

     

    One other thing I don't know much about, How well would this map relate to rpg guys in JA?  Am I missing something in the map RPG guys would like to have?

     

    I look forward to comments, I could post an early link but I'll be patient....and thanks guys for making this happen, JKHub, Boothand for mapping advice and consultations (and of course for supplying a torch for the map.  Thanks Szico for the totally awesome trees from your prefab modelpack 1 available on JK hub.  If not for the trees this map wouldn't look so awesome :)  ANd thanks in  advance to anyone checking out the map.  I hope I get some good responses when the map is available for download.  There more to do of course to release a final version, if you guys have some suggestions or if you have a model you have made and  you think would fit in nicely with the map, by all means send me a link.  

     

     

    I hope you guys like the map, I know I do lol.  Really fun map.  Oh and by the way, I will let you guys in one one thing, among the secrets in the map there is one I must tell you about because it gives the outdoors of the temple  better functionality. In front of the temple there are patterned blocks on the ground before the steps, there is a large trigger in the middle, click the trigger and before you know it you'll be on top of the temple. :)

     

    Have fun!  Oh and for this map it's best to have wespons enabled or at least Thermal grenades.  The holes are all there for the Adventure thermal golf course but, there are a few unfinished holes.

  17. Sorry about previous post, please disregard,

     

    I use the command prompt as administrator and compile using the command prompt with a saved code.  I have codes for JO and JA (I think. 

     

    Run command prompt as administrator, you will be in the window directory

     

    type cd.. press enter then cd.. again and you chould be at the c: prompt

     

     

    Codes are:

     

    For Jedi Outcast,

     

    -lomem light compile: 

     

    light -lomem -fast -filter -sample 2,  compile quality looks pretty good, it's  a fast medium light quality light compile I use for testing, I've got another for more lighting passes.  Remember copy below including the first " and last " , if using notepad, turn word wrap off then turn word wrap back on then select and copy the text, you want that code in it's entirity.  The code can be changed depending on what you want to do with the compile but formatting of the code must be correct or you may receive errors.

     

    JO Code:

     

    "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -v -meta -leaktest -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/yourmapname" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -vis -saveprt -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/yourmapname" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -light -lomem -fast -filter -sample 2 -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/yourmapname"

     

    For Jedi Academy

     

    JA light -fast compile should be similar just with paths changed.  (JO code I know works, This JA compile I haven't used in a little while since the forest House JA conversion I made).

     

    "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -v -meta -leaktest -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/yourmapname.map" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -vis -saveprt -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/yourmapname.map" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -light -lomem -fast -filter -sample 2  -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/yourmapname.map"

     

    That might be one way to try.  Works for me.  I do compile first with gtk just to leak test.  Once all the leaks are taken care of I'll just close the compile windows and change the code to the new map name in the notepad, copy and past and click enter and it will compile away.  You can have many codes ready to go for many types of compiles just using the command prompt but it's not the most user friendly given the code must be copied and pasted correctly for the command will work.  There's many here on JKhub that have more info than I do, I am just telling ya what I know.  This may or may not be the best way to do it.

     

    Do note one says .map for ja in the line, one does not, I don't think it matters if it says .map, I know it works without as I have been using one without the .map for a while now.

     

    And also note, the paths in the code to your version of Radiant  and location of JA folders etc must be changed for the code to work.

     

    I believe it is what people are saying, due to compatability of radiant (ahem, or should I say q3map2) with newer systems a -lomem light compile must be done to eliminate that error you are having.

  18. Just a slight bump, I hope to have some official news ready by May the 4th for the map.  Lots of progress has been made recently, I'm currently just putting on the finishing touches to the map.  I'm shooting for a May the 4th beta release.  I've got tons left to do but no matter what I will try to have an official beta ready by May the 4th which doesn't give me much time to tidy a few things up.  The main thing I need to finish up are details to areas.   The map layout is good to go and is very vis stable even with 11 bots runnin' around.  I have made botroutes for the beta.  I have not tested them but I've incorporated the maximum amount of waypoints to the file.  Without having doors bots can go pretty much anywhere effortlessly.  There's a couple spots where they would die miserably though.

     

     

    There's one area in the map, the golf course, if people like it and want more I might be willing to make another one, just a golf course....or 2.  I'd like to see a thermal golf course and using a different theme I could do a bunch more with a different Star Wars theme.  I put the golf course together in 4 days.  I could make another quickly.  I've thought about gutting it and making the area a prefab, just an empty area someone could build their own course in,  If someone is interested in creating their own I'll have it all vis blocked, all you have to do is just build a course.  I'll keep yaz updated.  I'll try to get a beta ready soon so stay tuned.....and May the 4th be with youz guyz :)

  19. I might have something you could use or I could modify something I have u can use.  what kinda of area u need right now?  I do have a couple under developed projects or areas I have made for other maps nobody has ever seen before.  I just made a kool looking torch with ja  textures and one custom texture for the temple map I am working on, as you described your temple map you wanted to make it kinda sound sort of like the map I am making 'cept it's not exactly rpg type of map but there are a couple things in there I've tried to incorporate that people like to have in a map then a whole lot more....it's the temple of Mechanism WIP in the WIp section soon to hopefully have a playable beta by this weekend hopefully.  When I do release a beta, I'd like you to check it out and tell me if there are some rpg elements I could add.  I'm not much of an rpg'er and I haven't played JK3 in a coons age so I don't know much about what you guys like in your maps.  So far the temple maps has a ritual duel area with observation platform, a large outside area with trees and forest, It has a place that looked like a japanese dojo in a previous map but I retextured to look more primitive.  It's got a duel platform, lots of secrets, a rancor in a large Volcano caldera you can jump around on, a bar complete with arcade games and a dance floor.  It has an elevator that goes from the temple top into the dojo.  A few of the things you described kinda sounded lijke the map I am currently working on other than the fact most of the work I have done myself, oh, and did I mention it's got a full 18 hole adventure Thermal golf course?  (Sorry I'm not trying to plug my new map here)  Is that kind of stuff what people like in an rpg map or is there something I need to add I haven't described?

     

     

    I also see you have some cavern stuff you want to build.  I can punch out a cavern in a jiffy.  I do have one map I made and it had a very large indoor cavern in it.  I never liked the stuff I made in the cavern but the cavern itself is massive and pretty kool.  I considered using it for my new map but used a different area instead.  I could gut it and have a fairly large cavern to work with.  Just let me know what you need.

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