Jump to content

lil_binger

Members
  • Posts

    203
  • Joined

  • Last visited

Everything posted by lil_binger

  1. there is a button on GTK, texture view mode, It's next to cubic clipping and the xyz view rotation. You can switch through different ways of viewing the object when selected. Maybe that will help
  2. It's been years since I messed with npc spawning. I mainly made maps for jk2 and there is no npc spawning like JKA using a trigger. I think the last time I spawned a vehicle or ship was somewhere around 2004 or 2006 some time. I don't even remember how to do it. I have some old maps so I can look. I've downloaded a diff map with a rancor spawn, I'll figure it out eventually. I'll just decompile it and find out. Searching jkhub has not revealed the answer yet. I've got the perfect place to spawn a rancor though. I'm working on the area still but it seems quite fitting to be able to spawn a rancor there in JA. I am not going to say much about the area and I am not going to post any screenshots, you guys will just have to discover it for yourselves
  3. not too much left to go for a beta. I may release as an official beta map rather than just throwing in a link for the map to download and try out. Of course I will probably do both but to make it official I will probably submit the file to jkhub to download. Last night it occured to me how I will finish up the last remaining area of the map that I had gutted from a different map and needed to add stuff. It's a pretty cool idea and have already started work on the area. I only need to make a few adjustments here and there, finish up that one last area and I still need to add a few more light sources but it's starting to look like a finished map. Today is Wednesday, I hope to have the map submitted to jkhub by this weekend. Edit: I made something cool yesterday I really like a lot for the map. I took one of the floats from Rancor Rampage, which I originally made for the Outhouse map I made years ago and made a new tire skin for it. The tire is labeled "Leveling Mechanism Tire Co." A little omage to me old clan mates. I really should show you guys before and after pics of this map from the original area and mote I made almost ten years ago to what it looks like now. There's not much of the actual temple left and the outdoors would be night and day compared to each other. This map was such an fps whore when I first made it. The only way I knew how to vis block back then was to make a teleport to another area not connected at all to the other area lol. I do have one question.....I have made JA specific maps with vehicle spawns. I even made a huge UFO once (a recreation of a real ufo I actually saw with 7 other friends one day playing outside when I was around 15 years old), where I made an interior and hangar doors and a vehicle that would spawn on a floor below that would be lifted up with an elevator to dock level (no we weren't abducted however lol, I never saw the interior but the UFO was quite large, silent and I was a reasonable distance from the craft and could see some shadowy details of the hull of the craft and hull texture late afternoon sighting so it was not dark). I am planning on adding a vehicle spawn point in the map for JA. One thing I haven't done or searched for yet.......I might have an area fitting to spawn a rancor npc. I have seen other maps where this can be done. How is this done? I might have toyed around with spawning npc before but is the rancor part of JKA or is it a player mod I can find somewhere?
  4. Love it. Nice job. I'd like to see the look on the Emperors face when he sees that Jedi!
  5. As soon as i think the map is ready i'll throw out a beta. Basically right now I have most everything connected. I think 2 small connections need to be made. I am also thinking about adding in another area to finish the map off. There's a couple connections that are just connected and they have a path designated which need some light and a few details. There's at least another connecting room that's just a box which I need to fill with a couple rocks and light or something. I can't say for sure when I'll have a beta but progress is going smoothly. Every time I touch the map it gets better and progress has been very swift. I will keep ya updated, that's what WIP threads are for
  6. That's what I had in mind for the last pic of lava. I made an area years ago I had some in I was going to copy and paste but I have to flip through an old map file to find it not in my base folder atm.
  7. Well, I've fixed a few things and made some changes. Tried to get a few more pics this time and tried to get better images too. I've been excited working with the map recently. It's turning out to be pretty cool so far. I hope these pics do it better justice than the last ones
  8. As far as the Temple of Mechanism meaning..... Our old clan model was that everyone was equal. We are all just players in a game we enjoy. We are that mechanism. The players are the ones who keep the gears spinning. Our clan name was Leveling Mechanism (Which was first derived thinking up band names for our band at the time.) We liked the name and decided to set it in stone. (Mainly I was telling my buds one day, We play this game a lot, we mess around making up or own clan name, lets make it official and recruit some members....and it took off from there and grew into one of the largest active clans in JK2 during our time. We had 6 servers at one point and made a dedicated server reboot of saberology when they decided to migrate to 1.04. Now, the Temple of Mechanism no longer stands as a celebration of our clan participants. (Which was originally designed as a follow up for the outhouse map). The map now is a tribute to all players involved in the game, past present and future. We are the Mechanism which has kept our beloved game alive for so many years. .....Long Live JK2. I've got a lot of great ideas in store for this map and I think I can publish this map without too much difficulty or time. I am guessing a couple weeks or so and I could have a beta version for download for you guys. I am employing a lot of ways to keep fps at a maximum even with a map without doors to block vis. (There are some doors in the map but they are used as elevators. I am also trying not to be too sfx / efx happy. There is one thing I could use some assistance with for anyone who is interested. And can be anyone, Master mapper or beginner. It's an ancient stone temple right......I want to keep modern stuff like electricity from being used. There is one thing I haven't created which has been in the back of my mind for a while. I need a natural looking light source that doesn't involve a fire efx. I have thought about candles and the like and have tested a candle sprite shader I made a while back but I do need some unique light source to light the map. I would be willing to use anything you guys have to offer and will give credits so please supply a readme file with any submissions. Do note, I do plan of releasing this map as open source to allow anyone to use stuff or even areas in their maps. I would even allow keeping the outside area intact and deleting everything else so someone could make their own temple interior. (as long as credit to the maker is given and of course the name of the map must be different). If anyone has anything premade or is working on or wants to build from scratch, I could use some variety and would accept different styles. I will try to use any submission I can get as long as I can find a place for it that fits. Include a custom texture and scratch your initials or something (just don't make it too obvious). Could be something that glows or just a bright texture or gem (I've seen some gems or crystals in JK3 that look really good with a certain shader but the shader doesn't look quite the same in JK2).. I can make a shader or something if needed or add a light source to make it look like it's glowing or something if one is not provided. If anyone is interested in submitting something please make a short post here and send me a pm with a link. If someone needs an entire area to design lighting in one area I am sure I could wrap up a map file for you with that area to work on some lighting. You don't need to light the map of course, I just need a source or few. Thanks for the comments guys. I hope to give you dis map soon (the map file in this thread to this point is way outdated.) Anything after this post should be good to go for either JK2 or JK3. I have already associated all textures associated with this map within the map file so the map does not rely currently on any textures or sound effects or efffects from JK2. or JK3. Which may change in the future to reduce the pk3 file size using textures which both games have. (I mainly included them all for my own purposes just to keep things ordered and less confusing.) Plus if I use of of the textures I know I don't have to search down where It came from or come up with a missing texture when I load the map.
  9. I found the Mech WIP thread More to come.......
  10. There might be another thread for the temple of Mechanism. I didn't look for it. I was going to post the pics in that thread but just posted them in this thread. The pictures are a bit dark, in game it looks great (althought in game it's just a little bright in spots). The majority of the work left to to is to connect the tram area with one last area, which includes some more details in the tram area for one side of the map,Tram area began as a cliff edge in khomm. I added a couple trams from Binger's Bespin I made and deleted from the bespin map, extended the area (kinda like the tram is in forest house). I don't have the other landing area made for the trans an no exit on that side yet but I am either thinking about placing the khomm area there or doing something different. It's an old temple so I don't need to build a bunch of details so finishing of the map shouldn't be extended., FPS is pretty good so far but there are at least 2 or 3 places I need to add a hint or 2 or a place I need to vis block a little better. Outside is coreographed with sounds. I do however need to go around a bit and thrwo in some disorder and chaos. I need to break some stuff or make some stuff look broken. Outside I need a quick way to get to tree houses from the jungle floor (either a jump or teleport. Then I need to adjust lighting and build a small campsiite. And lastly need to work on the waterfall shader a bit so it look s a little more natural. There's a couple sand bars I am making for the deep areas to help navigation but outside is just abaout finished. From the progress I have made this map more than likely will be released separatly from Binger's Bespin. (Binger's Bespin I keep wanting to redux and redux again. I one day I hope to finish that map.) Anyway, more to come from The Temple of Mechanism soon
  11. Well, everything is working well now for the Temple of Mechanism. This map is turning out really cool and quite interesting. Most of the map is there, most everything connected and ready to go but a couple areas have not quite been adjusted. I've got a stable compile today and took a few screen shots. I'm not going to comment on each pic, I was too long winded before but now there are some images to view. Well there ya have it. Lots of tweaks left to do but looks promising to me. Edit (Before I posted, Pics looked much better, They are just a bit on the dark side. It's supposed to be a dark map.....
  12. I'll try and consider some texture changes, I haven't been working on this map much lately, I have however, have put a great deal of time lately into the temple of mecchanism map I had posted about previously. I've had some trouble for a few days compiling the map to jump in and take a look, I spent a whole day leak testing and adjusting, A couple more days (not hours) of eliminating this and that, restructuring shader files, getting correct paths for textures (the entire map using textures only provided with the map so I will have little problems with conversion from JO to JA version. Basically for the temple map, I took the original temple of mech map about a year or so ago and reworked the outside of the map. I worked in a bunch of ideas I had with it, started creating a new room for the map (previously had only been the main area) and worked up a cool looking temple hallway, worked in some custom sounds for frogs croaking, crickets, and big cat animal sounds with some glowing eyes looking through trees adn brush. Recently I got a new idea and just ran with it....... I am working the temple map now building it all together using areas taken from other maps I have made in the past like I had done with Binger's bespin. I Took the temple main area and cut it in half, I put in a stepped rock wall system to get far above the temple (making the temple look like it was built into the rock face (sort of). I kept the lilly pads but insteat of circling around the temple they now go in front of the temple and will float through a cave system through the rock wall which will eventually come out to a changed main area of ffa_khomm I made for the shroom duck map pack, I basically deleted all the detail from the khomm main area, then I took the bottom part of the duel area from the Bingstation previously released on JK2files and cut a hole in the main khomm area and placed it there to make a fighting area with a large drop beneath it. Well, also in the main temple area, you can climb the rock wall to the top to a ritualistic dual area, From the del area I took the men in black corridors from binger's bespin and made exits from that area and placed drop tubes you can jump into to take you to the main khomm area with the bingstation bottom duel area. Back to the ritualistic area, I took the top part of the bingstation duel arena and placed that on top of the ritual area which workes out pretty well. And back to the Main temple, there will be 3 lower entrances into the temple, one main entrance, and 2 entrances on the sides located in the cave ststem for the lillypads, Inside the temple is a texture rework of the dojo from binger's bespin. the dojo will also have accessibility into the khomm bingstation area. I've also added some huge trees and from the very top of the rock wall theres a walkway to a tree stand / house (eventually I'd like to add another tree house or 2 and connect them.) The main thing I wanted to do with this map is just not to have everything on one level, I wanted a tiered space with as many options as possible without compromising vis much. The taller the area the easier to keep vis from the top from spilling into the main area. (I still have some hinting I need to do so separate some vis here and there. Also I am working this map to pretty much be door free without area portals, if you know how to build a map you really dont need area portals unless you have no other choice because everything you have built was never built with vis separation in mind. (I used to think otherwise, now I build maps knowing how to construct areas so one area wont see another without area portals. From the Khomm station area there are currently 3 exits to other areas., one exit kept from komm and moved around which was a good vis block for other areas of the map. That exit goes to a duel platform in a large cave, the other way goes into a lava cave from khomm (platform and cave pretty much unaltered from khomm) the platfor will chanve, the cave won't change much but I plan on working in some new textures into it. ( cave has a lava river, lava drips from the ceiling and smoke sound effects and fire. that area has 3 exits, one secret exit that would take you to an imperial looking storage area (which is about the only area which has modern looking textures, the rest of the map I am truying to make it jungle like and with rocks and fire. I've also built something new reminissant of the forest house (kind of). I took the tram system I deleted out of binger's bespin and made a very long underground cave. I've added in some large rocks from the ceiling and floor, I've cut a hole into one rock to allow the tram to pass by without interruption and it's not cennect to another area yet but I already have an area in mind from ctf_khomm that looks kinda like the inside of a volcano with lava swirling around, I deleted all the modern stuff I made with khomm and just mainly keps the rocks and lava. I'm going to build a rope bridge over the lava to a sacrificial pit or something. I also brough in an old area from the outhouse map I made but deleted it due to max_points _on_widing error. I have another version of that area somewhere that has been fixed years ago so once I find it I might bring it back into the temple map. Today, I have finally figured out why the map wasn't loading in jk2 and I have now loaded the map and looked around basically after working for 3-4 days eliminating problems and troubleshooting. Bascially that is the first time I have been in the ban since I put all the area together. All that is left now is to connect the area like I originally envisiioned and build up some new stuff for the rooms. I've been pretty excited about the map when I first worked on it a year ago but the map has come together quickly recenlty. Anyway just thought I'd throw a little note here about it. Now that I have worked out the bugs I'll try to get some screenies posted by this weekend. Edit; Since this map and come together quickly, I am thinking on releasing them both together if possible. With those maps I plan on releasing them as open source with permissions to use parts of the map if anyone wants to use them for their own maps. The caves etc might be useful or other stuff. I am also thinking about including some of my other maps and letting them be open source as well along with this release. Of course I will only ask for credits or to include a readme file I will try adn create for the pack which will specify permissions etc. Maybe I'll gain a little more vigor now to finish up binger's bespin....
  13. Thought I'd add a couple screenies of the progress Any suggestions or advise would be appreciated. ty
  14. Still working on the map here and there. Making lots of progress. So much left to do though.
  15. Well, I haven't quite been able to satisfy my creative interests lately so turns out I have been messing around with this map a little bit. I had ripped the map apart a while back to make some changes, so now I have finished some of those changes and redesigning a lot more. The map is still an "organized mess" right now but it's starting to show some promise. I'm not going to explain much at the moment but, there are lots of huge holes in the map and no areas are connected currently but I hope to get them all connected before too long. I haven't compiled in ages. I'd like to see what it looks like on the inside. Lots left to do before I get to that point however.
  16. I have thought about letting the Rancor Rampage map turn into a collaborative project to anyone interested. Some pics above in the previous post. I am also thinking about incorporating the other map in the wip section into the map for the red base. The pyramid from the Temple of Mechanism and the corridors I have already created for that map might make a good fit as a red base. Any comments or suggestions would be appreciated.
  17. I haven't shown any progress in a long time. Here are a few pics of current progress with my new bespin map. Main area has changed a little. There's now some minor elevation changes with the main area floor. The two main sides of the map have been separated further from the main area to incorporate some better pathways between areas. Pad area has had a few design changes with more to come lots to do..... Another map I have mentioned here I thought I'd post a couple more pics of the map, Rancor Rampage. Middle area: Blue Base: Rancor Rampage came together pretty quick when I returned to map a little then I focused my attention toward Binger's Bespin. Would be a fun ctf map if I can ever get to finish it. We'll see how it goes
  18. I don't see myself trying to go through and reinvent the majority of all the textures in the map. At this point I would be satisfied if I can just finish the map. Yes I know about the movie textures I'm not trying to be ficticiously realistic. I did to try to work some on it this past weekend but the other map I have worked on pulled me in a little bit so I didn't get much done on this one. Hopefully some time soon, or perhaps never. Only time will tell.
  19. Map is a huge organized mess atm. To re-do some of the existing paths I have rearranged a few things and moved things around and redeveloping areas. I spent a few good hours with it over the weekend. It may take me another weekend to bring it all back together. There's still many things I haven't quite figured out how I want to accomplish and more ideas I'd like to incorporate. Besides this map, there's another map I'd really like to complete and that's Rancor Rampage, a ctf built amusement park. This map and 'ol Boothand and working on this map have stimulated a few design ideas for that map. I've got some neat ideas to finish that map up. I need to create one team's area and then create the pathways to bring it all togather. It would be really cool to complete them and publish them together as a small pack but who knows when I'll finish the other map but I do have a new vision for it so who knows. Once a mapper, always a mapper
  20. I've been busy lately. Going to the gym lifting weights 5 days a week and working a full time job doing other projects on days off to earn some extra cash. I've got the last work day of the week under my belt and have 2 days off. I've made a few major/minor changes recently that need a lot of work. I am basically changing the layout for the connections for the middle area to the other areas of the map so smooth out transitioning from one area to another. I really like this map so that's why I am not giving up. I would really like to see it finished myself. There's so much to do though. I did find one problem with the JK2 version, Entity limit does seem to significantly lower in JK2 than JK3. Before I took a break I tried to spawn different bots into the map and I could only spwan 4 different bots and I counted up and looks like I had around 512 entities in the map. Therefore JK2 version will not have the area with the balloon which had many many entities. JK3 should be fine though. And if this map is not geared mainly toward ctf not having that room will not be too significant even though I do like it and want to keep it, I still haven't worked the logistics out fully for that area (no actual purpose other than a fun room). Maybe I might work something out to make it into a tffa map or something... Hope to have something new for ya'll soon. ty for the support
  21. Howdy fellaz! I've been working a lot and playing other games here and there but just checking in to say hi. I haven't worked much on this map in a while....just a little bit here and there, I'm looking for some more productive means to occupy my free time lately so I may pick up Binger's Bespin where I left off and try to continue with the vision I had of the map. Not sure how long it will take to get another wip posted but I haven't given up on this map yet I'll keep ya posted (Pun intended)
  22. There are many ways to make a door open the way you want it to open. Make a test map and experiment. Find which one you like and use that one. Don't let someone tell you that one way "sucks" when it works the way you intend it to work. You have many examples here so test em out.
  23. You can add targetnames and a trigger if you want. Sometimes it is better to make triggers for the door depending on the doors angle and how fast you want it to open so a player can go through the door "at speed" without being interrupted. The only key and value you would need to add to the trigger (other than the target) would be a small wait time. At the very least add a wait time of 1. In my experiences with Jedi Academy, triggers will be triggered in milliseconds and if a wait time isn't added to the door trigger you may have problems getting through the door.
  24. love it! One thing I didn't notice. Will this model work for JK2 or JA?
×
×
  • Create New...