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lil_binger

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Everything posted by lil_binger

  1. 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.
  2. 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
  3. hehe, maybe you can? I'm sure you can find out how, I won't make ya look too hard Also. the download is 162 MB. It's a big download for one map. (and I know it's a beta) The first time I tried to download I only completed a download of around 32mb. So if it's not 162MB try downloading again. And a note for JK2: I do have information in the read me file for the map about a variable in JK2 called com_hunkmegs. If you're com_hunkmegs is default then you may experience some issues. At least one person may have experienced such a problem.. I recommend 1024 at least. Others may recommend more or less. Just make sure it's not default and is high enough for whatever you are comfortable with if you have your own preference. Default hunkmegs is 64. The pk3 is 84mb so at the default hunkmegs, there may not be enough memory used by the game to play the map and some effects may not work (hearing fire but not seeing any fire), lava may not kill you and other errors may be experienced. Jedi Academy should be unaffected.
  4. 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.
  5. ty guys, I will state I didn't take many pictures for the beta. The areas you see are quite small compared to the whole ...and another note, in the golf area there's some lava moving wildly. When you see it you'll know what I mean. I'll make that look a little better for the final release lol ...and also the sfx for golf only works once. I need to make it work every time, which can be done easily.
  6. 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.
  7. Version Version 0.9

    523 downloads

    The Temple of Mechanism beta, Hopefully in time for May the 4th! I've got lots to do still but the map is on the road to a final release I hope soon. Many places need lighting or finished, mostly some details need to be made for the interiors, lighting work and so forth. The original outhouse map I made years ago had a mini put putt course for thermal grenades, and the Temple of Mechanism features a full 18 hole adventure golf course (it's a beta, the last few holes are in a bit of disarray.) I have tested the map both in JO and ja, some changes made for JA to work right but I did notice I missed a thing or 2. New stuff? Check Player made models by Szico - 2 trees Boothand - Torch Texture and sfx credits all supplied in the readme. Golf works great in both versions. FPS iz good. I've tested the map with 24 different bots in there with me and fps does drop a little bit then but it was still playable I've enjoyed working on this map. It's been pretty neat to see it transform over time and the WIP section has seen a few updates. If you guys like it please leave feedback on JKHub.org forums in the WIP section for the Temple of Mechanism. I like how the golf turned out. I really didn't plan on making the golf course like I did when I started lol. If you guys really like the golf course and want another one give me a holler. If a bunch of you guys like it I may make another golf course just for fun Anyway enjoy! And May the 4th be with you!
  8. 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.
  9. 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
  10. GTk won't compile if you have a region on, turn region off and try again.
  11. 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.
  12. That sounds good boot. Good news too, I compiled both the temple and the golf course together a few minutes ago and everything is a-okay and working for JK2, I spawned 11 different type of bots in the map and ran in the main outside area without too much video lag and I have a slow computer so most everyone should be good to go on fps. I got to see some redesign for the temple map I haven"t seen in game yet until today.. When I do release a beta I hope to release it for both JK2 and 3. I don't want to leave anyone out I'll release them both in the same map af far as everything is working. in a few days. Main diffference for Jedi Academy is the lighting, I think I can adjust the lightmap scale for the worldspawn entry to do the trick pretty quickly, All I really need to do is change a few spawn flags here and there I think.
  13. Oh yeah, I forgot, I can't keep a secret very long when I am excited about something....... I might have taken a few pictures of the new area today. And I might have photoshopped them a little and I might also have uploaded them to photobucket....and I might post a few spoilers to see what kind of reactions I get from you guys, I give you......a full fledged, mostly completed, Thermal Grenade "Temple of Mechanism", themed, Adventure golf For JK2 and 3 (not yet tested on 3 however.....) Holes 1, 3,4,5,6,7,8,9, (13,14,15 in one photo which is under construction). There are currently 15 holes I believe, I need to make 3 more and add some details. It's been quick to make and most everything works as intended. Patches, or cylinders etc I have found do not make a good place for a grenade to roll or bounce which is too bad because one neat looking feature will have to be changed but I am sure I can come up with something else. Also it works best to throw a grenade from an elevated position, it makes it much easier to see where you are throwing to and dials down the perspective issue a little bit. A target seems much larger and more intimidating if it is above you, also it's very hard to see the grenade exploding in the hole if it's above you. I've made other types of games in Jedi before but this one actually has a bit of credibility to it. I made the holes before testing them with a grenade and to my surprise they worked out pretty well when I was finally able to compile and test them out. Some of course need some adjustment and some details added, like the lava funnel needs some source it's coming from and going. Hole 1 : Difficulty 3 out of 10 : Basically a straight shot with a large water hazard. Hole 3 ; Medium-Long straight shot : Difficulty 2 Hole 4 : Up and over short shot : Difficulty 4 Hole 5 : Impossible tunnel shot, short range with lava tube obstruction. Throwing grenade through the intended target, ; Difficulty 11 out of 10, straight shot from throwing pad, difficulty 2 Hole 6 : Short Bounce shot off of obelisk, may eventually add a bounce target to the obelisk to hit to bounce into the hole better : Difficulty 3 Hole 7 : Angled short downhill shot : Difficulty 2 Hole 8 : Up hill short range : Difficulty 4 Hole 9 : Obstruction pass-thru short shot, using pass-thru : Difficulty 5 : straight shot : Difficulty 2 (I do plan throwing in an obstruction to make a straight shot harder here, I just need to do it without using a forcefield or glass, I plan on adding some wooden planks to the obelisk to make a straight shot more difficult. I do want the hole to be visible from the pad though so you can see where the grenade ends up after it's thrown. Holes 13, 14 and 15 need work. wood in front of 13 will be replaced or adjusted, the angles don't work at all to get the grenade where you want it to go, I was going to have the hole to throw to on the boat but where the next pad is placed for the next hole might work better so you will have to bounce the grenade on the boat to get to the hole. It would then be considered a long shot with a difficulty rating of 5 or 6. And hole 15 still is to be determined.. In the bottom of each hole will be a func usable that will fire a sound effect when damaged, when the grenade blows up once it enters the hole. There is a single thermal grenade spawn every 2 holes with a 2 second respawn time so there's plenty of ammo around and done conservatively I'd like to hear what you guys think about the pictures I have posted thus far and whether or not this looks like an interesting concept? I would get a beta just of this area to test soon for you guys if you are interested, I could use a little input from some testers. I could have a beta ready in a day or 2 with all 18 holes. I have to go to work then to the gym today other wise I could have something ready today. I also need to config my router so I can host the map for a little bit. I do plan on adding a shortcut to the back nine from the startng position. Right now there are no secrets etc, I could though however throw in a couple extra holes as a secret, that would be kinda cool. I like this idea and I think it has some potential....what do you guys think after seeing screenshots like that? Edit: Talking about hosting the map for a bit, JKHub has a JK2 server right? Anyone have any control there if there is a server to get it uploaded etc in a few days or something? I don't need admin access or anything to the server, just having it hosted for a beta test for a little bit would be kool. Of course JK3 would be fine hosted there too, it's not the fighting that's important with this map and I'd say the thermal grenade will work similar in both games. Of course it doesn't have to be JK hub to host it for a beta, just give me a holler if interested.
  14. I bought the game about 1 week after release JK2 that is but it didn't work on my computer. My friend kept playing for a year or so and I had acquired a new computer and went out and bought the game again and it worked the second time and I have always kept my interest with JK2. I never played dark forces but I will play most Star Wars games I see. I remember playing 'ol Rebel Assault back in the day which I still have a copy of and Star Wars Galactic Battlegrounds I also have a copy of and will pick up and play every once in a while. Back when I started playing JK2, My friend who played lived 5 hour drive from me and it became a past time of ours, We would conference call eachother and we got our other buddy Jres to join in, then I one day decided to start up a clan since we used a clan name to identify each other when we didn't have a clan I decided to make it official and recruit some clan members. Today, I have logged into multiplayer once in about a year or so. Lately it's kind of just become a hobby to revisit GTk radiant and fool around with making some areas, Now I have a few custom maps I have been working on for a total of almost a year now off and on (minus work done previously back in the day) that I keep saying aren't far from being completed. I just remember joining my first clan and this guy told me to download something, when I did it was my first custom map I had ever seen. I remember telling the guy I want to make maps that day and since then I have probably worked on about 100 custom maps or so. Most of you guys just know of a few maps I have published, years ago my old clan had 6 dedicated servers just for our clan and one public server. One server was dedicated to custom maps and I would test a lot of stuff with clan members back in the day I would make. Those were some good times. I actually turn 40 years old this year! Some people like to crochet and solve crossword puzzles as a hobby at my age but for some reason I still enjoy building stuff in Radiant If nobody was still playing these games I probably would not put much effort into making new stuff for them but since I have received such an enjoyment playing these games over the years I'm glad I could find some time to give something back to a commmunity that is still holding on to what I enjoyed about the game for so many years. I have a little something new I have in store for you guys I hope to let ya know about soon. I hope it may get some other people interested in mapping with the influx of new players to JK3 recently. I want to end this insanity but for some reason I keep getting drawn back into it lol. Most games lately are all kill, kill, kill with respect to mmorpg's which are all grind, grind, grind, kill, kill, kill, grind. SWTOR I actually like the fighting pretty well in that game compared to say JK3 in some respects. I have a few f2p charracters in that game still. I did subscribe for 6 months or so and had a few max level characters. I haven't played SWTOR in a while but JK2 always brings me back SWTOR has gotten pretty bad with all of the f2p stuff you can buy in game from the developers, that's where they make most of their money now. "Want a new cool mount? Well give us real currency for some fake currency and you can buy stuff that has a chance of dropping that new mount or item you want. And don't worry, if you don't get the mount you want just send us more money and we will give you more fake currency to buy more stuff. That gets old pretty quick. JK2 and 3 will live on forever! ....oh.....and May the 4th be with you! (which isn't too far away)
  15. I started making something for the map recently that may or may not stay in the map, I may have to separate it from the temple map but I am unsure atm. JK2 entity limitations may prevent me from being able to release them together when you combine. Jk3 I think should be fine to combine the areas. It's a fairly large new area I have made mostly from scratch. I compiled and did a little work on this new area recently and it looks pretty kool and functions almost entirely as intended. I have not compiled the new area and the temple map together yet so I don't know if I can make it all work for JK2 yet. JK3 I shouldn't have any worries that I know of yet. However that brings me to another conclusion, Maybe it should actually be separated. If this new area catches on I could make a sequel. I have created the majority of the new area from scratch in about 3 days, and I have kept one person here on JKHub in the loop and have let them know about some progression recently. Only 2 people have seen the area (myself and my room mate) and only one person has actually loaded the area for JK2 in game. It's a pretty cool area and it's made using the same type of theme as the Temple of Mechanism. There's a couple things that don't work as intended that can be fixed quickly. about the only thing I will say about this new area is that I made a lava funnel in one area and the texture shader is making the lava flow horizontally and sometimes vertically lol, so I may need to make a different lava shader for that one What I hope happens is when people see this area it will create a revolution in the mapping community I would like to see other people create their own version and there are so many options that can be explored. I would definitely like to make a sequel using a different theme, I see all kinds of possibilities and I can't say much more without giving it away Anyway, I'll keep yaz posted!
  16. When the game first came out I bought it and it wouldn't work on my computer, it had to do with the open gl lighting i think. I took the game back and got Grand theft Auto 3. It wasn't until I purchased a new computer that it started working for me and history has been set since then. I can only speculate about what my problem was, maybe that open gl lighting has something to do with the game not working for some people.
  17. 42 views and no reply? Has anyone thought this was possible? Or maybe people just don't think like me and would never think this was possible? hmmmahhhh....My lips are stained with safu....
  18. Ever seen a golfing Jedi before? I think I have only seen 2 Jedi Knight maps made with some type of Golf game in it. And only one of those maps had a full 18 hole thermal grenade mini golf course, ever wonder what it would be like to have a full 18 hole Thermal Grenade Adventure golf course to play on? hmmmmm.... Wondering what you guys think about that. Ever see a golf course in a Jedi map?
  19. Entity modding, if you haven't found the solution I'd suggest it won't work. You may have to use GTk to get it to work. And the JK2 maps are horribly made, textures on every face etc, this alone causes problems when playing the sp maps in jk2mp, I would know, I have converted many, making them work for JA is a little differnt story however. I am not sure if you can change an entity spawnflags with an entity mod. If you can change the spawnflag I assume it's possible to get the ore cart to work with an entity mod. I would convert the map and look to see how they made the ore cart work for the game and then see if there is something about the entity you can change using an entity mod to make it work.
  20. That's one hell of a compliment. Thank you for that. I don't think my maps quite compare to SJC, he puts a great deal more realisim in his maps. My style is kinda midway between SJC and Shroomduck, a little surreal with the unreal. I also keep into account bugs and glitches making maps. Like the broken lava bridge and the water lava pit and the 4 angled stones in the middle, You can jump farther using an angled surface. A simple jump and you will not make it across, you have to hit the angle just right and you'll have plenty of room to land. Also, there are so many varying heights, most every texture has a no damage shader I developed so no worries about falling from a tree top or cliff and taking damage, not taking fall damage also makes the map more fun i think. Less time wasted trying to hit heal or use some bacta. In JK2 there is another bug I have found that works in a couple places, there 2 brushes come together and when you wall walk it will wall walk you up a cliff or much higher than you would be able to get by wall walking. So far the only places this works is helpful to get you to a certain spot in the map I have yet to add some access to. I have not actually used this glitch intentionally but I have some thought about making it work somewhere as a shortcut to get to something or some location outside in the main area. Sadly the glitch won't work for anything but JK2 1.02, that's another reason I've favored the earlier version of JK2. Glitches are fun Anyway, I gotta get back to mapping. ty again zefilus for the compliment
  21. I've found my good gold shader and fixed a couple headaches that I've had for a while with this map, I've got tomorrow off from work so I might throw down on some radiant in the next day or so I have to be careful though, I know I can't be far from JK2 limitations. Trying to keep it simple yet make everything functional and have a purpose and not having many doors frees up a whole lot of room for making other fun stuff. There are 2 doors still in the map from khomm in the one area with the bridge that's fallen into the lava. I am thinking of just opening that up. I do kinda like the 2 doors there. Kinda feel safe and secure and what not lol. Plus it leads to something I brought in from a different map, tweaked a bit but it's an area many like to have in a clan / rpg map and I've always liked the area and have had different versions in other maps. I'm not giving away nuthin' about that area atm. You'll just have to see it. I've also got another idea, it might take me a few hours to do it but I have an idea for something, a little twist on an idea I had before. ...and who doesn't like mini golf.....hint hint....I'm just not sure where I'd place it at the moment but I am sure I can figure something out if it works out. BTW, just compiled today and got done testing out the map and noting areas of improvement. I've got a long list of stuff to get done, I'll keep ya posted with something tomorrow hopefully.
  22. looking through the last pics I posted, they are quite outdated already. With the most wonderfully designed trees by Szico, the outside of the temple looks simply amazing now compared to those pics I posted previously. I am currently in the process redesigning an original area I made for the map which has basically gone untouched for a while since I have gotten a few more ideas for the area. A map is like a work of art, it never actually gets finished lol. There's always more I could do. I really want this map out of my hands soon though and I have been going through a couple design changes here and there to finish off the map where I can be happy with it before releasing it. Since screens are outdated, I figured I'd take a few more And one screen of a developing area I said previously I would not show a screen shot of I like it, I hope you guys will
  23. Just the outside fps needs some work. I may have found one of my problems recently in a miss-matched shader. I haven't compiled but it may be the reason for the water looking like a patch. FPS is good outside but could be better. I have some vis breaks outside and they do work but they also need a little tweak so some areas in the main map are good on fps but there are a couple vis leaks I need to adjust.. The rest of the map is basically flawless. There's only one other area needing vis work and it doesn't need much, just a little tweak. Fps isn't bad there but I need to add another vis break. I have also observed for jk2 if you have only 1 vis break you can see moving entities in another area like a door or pendulum. 2 vis breaks and you will not see the tris of the object from another area. I am not sure if this is the same in JA but that seems to be the case in JO. I've been working lots lately so I haven't put a whole lot of time into the project in the last few days I do make a little progress every day
  24. I dragged some rock textures in from JA to replace some JK2 textures. ALso brought in some other temple type textures I am applying here and there. I have now settled on an ambience lighting I am happy with (tried 6 and 4 ambience, but last compile at 5 and the map really looks awesome). I had a small list of stuff to do last night and only a couple little details are left to do. One major thing I still have to do is add or make some light sources. I don't want to make it look like its run by electricity so right now mainly fire and lava light the map interiors. I am considering working up a light source using crystals or something. I have a few areas that definitely need some light sources which I keep putting off time and time again. I'll try to working something out by this evening. It's getting really close to release.......I wanted to get it out this past weekend but I just need to solidify a few areas and tweak a little something here and there. There is one area left still under some development but it is coming along nicely. There's a model I have in the area that still needs some clip work but I've got about half of the clip work done already. And clipping this model it gives me an idea for another unfinished map I had been working on previously (if I ever work on trying to finish another map, after this one I definitely need a break. I have been working full-tilt on the Temple of Mechanism lately and it has turned out better than I could have hoped. I did add a tire swing in the main area. func_pendulum will kill a player instantly in JK2, can a payer ride on a func_pendulum in JK3 without getting insta killed? I was able however to let the swing swing out and jumping out to the swing I could land on it and jump off when the swing was close to it's apex. Also, for those of you who actually play JK2 1.02, you will have more fun in the map than other versions. I build my maps to use glitches in 1.02, one of those glitches is a water glitch where if you jump and hold jump then land in a pool of water you will be propelled out of the water to the height of the apex of your jump. Both sides of the exterior of the temple have 2 pools. a slide and tree house on one side to jump into one pool of water and another tree house and a tire swing on the other side to access a separate pool of water where the jump glitch will work. Technically someone could jump out of the tree house and hold jump and land back on the tree house from the pool of water way way below. It is the biggest and best jump water glitch area I have ever seen in a game. I think the first time I ever encountered the glitch was ffa_countryroads by shroom duck years ago..I did try to incorporate as much fun factor as I could to this map. I would go on and on if JK2 limits weren't so low but there's plenty to explore with this map, there are many many connections and plenty of ways to get where you want to go. One area is basically a hub of connections. I think the area has 8 ways to get where you want to go and the area is quite large and fps is off the chian! I think my max fps is set to 90 and it basically stays at 90 in that area. The only area that dips a little low in fps is the map outside area and it's mostly attributed to the water shader. Lava shaders are pretty much stagnant, when you show tris with lava it looks like a normal brush, water looks like a patch mesh. I have an idea to fix this and if it can be fixed / tricked I could reduce the fps quite a bit outside. I have tried to removed deformed verticies from the water shader but it still looks like a patch mesh, I believe this happens solely due to the fact that the shader identifies it as water. I am thinking about using a nodraw water shader I have use in the map and then make a trans water shader that isn't water that is really thin and has notexture on the sides to see if this would work and I think it will work. I have already removed the deform verts and water still looks good even though it's not wavy. I could probably get the main area up about 20 fps is this works bringing my fps (on a low graphics computer) up to around 60 or 70 fps. I think right now in the corners the fps in main area dips down to around 48 or a little under. and it's mainly due to the water shader. I will try and test this out shortly to see if it works (which I believe it will).
  25. usable JO triggers are spawnflag 1, Usable JA triggers are spawnflag 4. You may already know that one though. there is also a difference with some models using them in JO that work in JA, In the forest house conversion I did, some trees I had to change to misc model static to see them in game. mostly the smaller trees did that.
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