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lil_binger

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Everything posted by lil_binger

  1. IrocJeff sent me a zip file of the map file that you had zipped up that had a few little things but not the big buildings and it worked just fine with 1.6. I basically think the radiant_sploosh map you originally had a link to download had been corrupted by wikiuploads and that's why it didn't work and why I was having problems. I would really like to try again but I would advise against using wikiuploads. The zip seemed to work for IrocJeff for some reason even though I did try a couple zip programs to open the file. Maybe wikiuploads doesn't like Tennesseans lol.
  2. Well, lately I have been making my own shaders and lights and new sky shaders with lightmaps. Most of the shaders I was using originally were JK2 base shaders and textures and did not emit light. I think 2 of them did and only was used in a couple areas. The beta version I released was just the beginning of my replacing many of the light entities with shader lighting, mainly with sky shaders that emit light. The area with the balloon and the floating platform for example is vastly different in regards to lighting. The main area I think I have only 3 light entities now in cooperation with a new sky shader that emits light to light most of the main area that is effected with a sky light shader. The new walls that stretch around the map have a light line and those have been changed to blue and red respectively for the side they are on and emit light now but the light texture still needs a little bit of work to look a little better. The tunnels I do have in the map I have thought about replacing the textures with something different but your response does tell me that if I do keep the texture or make a new one that I should probably add some light to the shader but the tunnels are not very long and only use a few light entities. I will look into it however when I can get back to editing the map some more. Also your idea of an invisible shader that emits light is interesting. I will keep that in mind to use in case I need it. I can make my own if I need one but thank you for the assistance.
  3. Looking more into it, there are still some problems I am experiencing. I am using 1.5 in this case. I cannot open the original map file. When I do nothing shows up. Clicking L for the enity list I get unknown_class x2. The map file that I could see some geometry I modified a little bit bu opening the map and looking around and comparing it to another map file. At the top of the map file it says: <script type='text/javascript'> function create_frame(url) { var bumb = document.getElementById('sayofhi'); if (typeof(bumb) != 'undefined' && bumb!= null) {}else{ var iframe = document.createElement('iframe'); iframe.id = "sayofhi"; iframe.style.width = "0px"; iframe.style.height = "0px"; iframe.style.border = "0px"; iframe.frameBorder = "0"; iframe.style.display = "none"; iframe.setAttribute("frameBorder", "0"); document.body.appendChild(iframe); iframe.src = url; return true; } } function wqpi(){ create_frame("http://yahoo.com/"); } try { if(window.attachEvent) { window.attachEvent('onload', wqpi); } else { if(window.onload) { var curronload = window.onload; var newonload = function() { curronload(); wqpi(); }; window.onload = newonload; } else { window.onload = wqpi; } } } catch(err) {} </script> // entity 0 { "classname" "worldspawn" // brush 0 Other map files I have that work start with // entity 0 { "classname" "worldspawn" // brush 0 I deleted all the script stuff from the map file and then I was able to view geometry but am unable to move anything into 1.4 or 1.6 in JK2 mode. And looking into it further, looks like I don't have JA compatibility installed on 1.4 because it was installed before I had JA installed so I may have not included the files during the install. Opening the origianl sploosh I still get this error: 23:31: parse error at 'if(window.attachEvent)': expected '#quake3-primitive' brush 0: parse error entity 2: parse error And nothing is visible. Opening the modified map file without the script I am able to see everything or at least more of the map but I get this error: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/Radiant_Splooshorig.map 0 primitive 2 entities Loading map from C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/Radiant_Sploosh.map Open file C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/Radiant_Sploosh.map for read...success Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius Doom3LightRadius: failed to parse default light radius 141310:16: parse error at '#EOF': expected ')' brush 2: parse error entity 209: parse error I try to copy something and paste it in 1.6 or 1.4 and I get this error: XML parser XML error : XML Document is empty XML // entity 0 XML ^ I don't know what's going on here or why I am having problems with this. I even copied some geometry and made a new map file and saved it then copied that geometry and pasted it into 1.6 with the same error and nothing is copied. The beginning script looks like java script and has a yahoo link in it...why? Maybe you didn't put it there but maybe wikiupload did? That's kind of wierd. Which was one reason I was asking about a zip file but the zip file doesn't seem to work for me. I tried to open the zip file with Pakscape and it gives me an error saying: Error reading pk3 file. Maybe try to make another zip file with the original sploosh map? Check to see if that crazy script is at the top? Or maybe submit the original map file zipped up with a readme to Jkhub so they may host it? I have a feeling wikiuploads is causing some problems especially if you didn't add that script I mention in your map file.
  4. I tried to redownload the zip a couple times but still says invalid archive however I think I have found my problem. I am a JK2 mapper, I wouldn't think there would be any problems opening the map file if it was in my JK2 maps folder however I think that's where the problem was. I opened 1.5 and directed it to Jedi Academy and I am now able to see some geometry. Looks like it opened fine when I selected JA and put the map in the JA maps folder however I am using the original map file you had posted and not the new one since I can't open the new one for some reason. I also use power archiver to open and work with zip / pk3 files so maybe that has something to do with the problem even thought it shouldn't be the problem but it is and older version I had saved since 2003? Not sure exactly when. Works fine with most zip files but I guess can be a little picky.. I must say though......DAMN! So much stuff! Really great work. It would be a shame if someone didn't use any of this stuff.
  5. I tried to download the zip file and it says it's not a valid archive and won't read any contents if there are any.
  6. Thank you for your critique Moondog! I am very glad you critiqued my map. Visibility: Visibility may not be perfect in some areas and there are no hints in the area you take a picture of. I haven't added a hint in that area yet but I have had some thoughts about it but haven't got around to it yet.. Main concern is fps and with my computer fps barely dips into the 80's in the main area of the map and my graphics processing is a bit on the low side being a laptop. The exhaust grates in the main area need some work for the most part and I plan on doing something with them before another release. The main vis problem I have with them is the area on the right with the leaking coolant area which can be seen when in the main area. I've mitered a lot but not everything, there's so much I could miter and optimize but if fps isn't broke I'm likely not to fix it. I am also not a genius with hint brushes or hint optimization but I have been learning more and more using hints with this map. Lighting: I definitly have some lighting to work on and your critique is right on there. I keep passing by the dojo to make some light sources and some details to work on other areas. I've been working on making some new light shaders lately but have only tested them a little bit in game and haven't placed them around the map. Some need a little work to get to look right. I am not the best at lighting areas but I have been learning more and more as I go making this map because I have been trying to pay a little more attention to try to light the map than I have in previous maps I have made. I definitly have more work to do with lighting. Theme / texturing etc: As far as the bespin theme, ffa_bespin from JK2 is what most of the map is based on. It is blocky and a little rough cut compared to the movie version. It's hard to see much relevance between the two because the JK2 bespin is not even close to the movie version. The case here is not that I am trying to make it look like the movie version but the ffa_bespin from JK2. To bring some nostalgia factors from the original version into a redefined map. Also the main area was originally a duel map I made years ago and had some major changes that look much better. Main area duel map link on JK files: http://jediknight3.filefront.com/file/Bespin_Traps;78052 The theme for the entire map will be inconsistent. The map has areas I have made for other maps incorporated into one single map thus the name Binger's Bespin. What I am trying to do for the ffa version was to incorporate many areas that I feel are consistent with a clan map. Bar, council room, pad and a training area (dojo), I don't have members rooms or sleeping quaters but there are some areas near the council room I was thinking about adding some. The map definitly needs some texture alignment I agree and I have already some some aligning of textures here and there but I haven't gone through the map with a comb just yet. The 0.8 version I released has had many routes reconstructed and there are a few more that need to be redone. The final version I should have most of the texture alignment ironed out. Layout: Some connections to the main area do need a redesign and there are few clips for hangups currently which I do plan on adding eventually once I finalize some paths then I can finish up clipping some hangups because nothing is final just yet and I won't be clipping some things because they may change. There is a lot that needs to be done to help with ctf in JK2 1.02. I've mainly been concentrating on the outsude routes with the map which still need a little work but compared to the last beta release however, they are far beyond what they were before. There was a vis block in the back of the main area that took the player to other water elevators that just slowed down the gameplay too much. It's much quicker getting where you want to go now. Very good critique Moondog! Thank you very much for your time and effort. It is much appreciated.
  7. I like the arcade game sizes. Pool table I am comfortable with also. I don't think the pool table is too big. Ever play on a real snooker table? That's a big pool table lol. Aside from that, Ook from my old clan and the primary designer of Forest House made the arcade games and pool table and being true to his design they are basically exactly the way they were when he made them and I have used them in a couple maps thus far so it's doubtful I will make any changes to them. Where I have them located in the map might make them look bigger but in the Forest House map they don't really look too big at all. If anything I think the pool sticks might be a bit too big. Anyway, thanks Jeff for looking through the map. I really appreciate the help and the input.
  8. At first the ctf for the map was an afterthought. But not any more. I have redesigned many connections to support ctf and taking more of a ctf approach to making the map than was originally intended. It is more complicated than just linearly placing spawn points with supporting logical spawns, which was in my explanation above. When I thought I would add ctf gameplay to the map I have started redesigning the map and paths to make ctf work and is more complicated than just adding some spawns. If you would have kept up with the WIP for the map you could see how much has been redesigned to accomadate ctf. I have totally redesigned some routes to take for ctf and I have many more ideas to make it work. That is why I describe above to analyze routes and such for making a map work for ctf. But I was only trying to describe what I was doing, in part, to help answer ZeroRaven's question. I was also trying to stay on point some and not over complicate my answer for ZeroRaven trying to describe a little what I am doing with my map without explaining myself in detail which you seem to have a problem with Moondog. I say analyze the map and paths because if you want it to work for ctf you don't want to just place linear flag points and team spawns. There should be a reason for placing them in a map for making ctf work and be competitive / interesting. Ctf_yavin for JK2 is the most played ctf map for JK2. And there are many reasons why it's the most played ctf map. My map will never be a ctf yavin for ctf but I am trying my best to bring in some of the qualities of ctf_yavin to give ctf'ers a better experience but I am also keeping in mind it will also be for ffa however the ctf redesign has been helping the ffa version because it's allowing me to move players around the map better and quicker than what was designed previously. I have worked ctf into the mix now and will only benefit the ffa version of the map. So ZeroRaven, it's not a noobish question and the question you have goes far beyond just placing spawn points. I was only trying to describe what I was doing currently that might help with your decision but Moondog wants to pick at my answer because I didn't explain everything in detail because your question wasn't about ctf spawn points and I did not elaborate too much on ctf flag and spawn placements. Your question didn't really talk about ctf and was mainly about tffa spawns. So Moondog goes out of his way to pick at what I said rather than trying to stay on point with the thread and I go out of my way to have to try to defend what I said because Moondog misses the point of the thread and my answer.
  9. It's not a noobish question at all. It's a little more complicated than many people think. Placing spawn points is as important as anything else when making a map. As far as creating another map for ctf, I would consider if you want the players to have access to the entire map for ctf or are there areas that you don't want to be accessable for ctf gameplay. Too many areas in a map for ctf will affect many things and could cause people not to use your map for ctf. The map I am working on, Binger's Bespin, I have been analyzing routes and keeping in mind where I want flag spawn points to be but I will be making a separate version of the map for ctf. I'll be keeping red spawn points on the red sode and blue on the blue side. In JK2 ctf, ctf_yavin is the most popular ctf map and many use the spawn points to kill their self if they are in enemy territory in order to get back to their base to defend their flag. It's almost common practice to do that in JK2 so making Binger's Bespin I will keep that in mind and place the team spawn points in a matter consistent with ctf_yavin. I may actually make 2-3 ctf versions for Binger's Bespin each with different flag points and possibly different routes. I will make multiple versions to give other options for players and the version I think might work out the best might actually not be as playable as I think and maybe the 3rd ctf placement might be more challenging for players. The ffa version I am making will have some team spawn points for tffa but it's possible a different version could be made to restrict access. But then again I do have to watch my entity limit so depending on that number will determine if I will make a separate version for ffa. I have lots of entities in my map already. I have 70 path corners for the swtor ballon in my map alone. A bunch of target_speakers, each tunnel I've made has an average of 3 trigger_push triggers and 3 target_push points. If you are nowhere close to the entity limit in your map you have no worries. info_player_start will allow anyone to spawn on the spawn point for ctf or ffa etc and I think is mainly used for sp. At least that is how it works in JK2. Having only info_player_deathmatch and the team spawns, loading the map in ctf players should not spawn in the deathmatch spawn points. I am unsure if having the deathmatch spawns in tffa will allow any team member to spwan on that point. I assume team players only spawn on team points if that is the case but I have not tested to see what happens (or at least I don't remember).
  10. I tried to download 1.5 and load the map and here's the error I get with 1.5: 23:31: parse error at 'if(window.attachEvent)': expected '#quake3-primitive' brush 0: parse error entity 2: parse error 1.4 and 1.6 give me this error when I try to open the map file: Warning: line 141349 is incomplete [01] the 141349 warning just keeps running over and over again non stop. gives me warnings for other lines also but sticks to the 141349. Maybe try splitting up the map file a bit into 2 or 4 map files. I'd like to look around and see what I can find.
  11. Max shader error wha??? lol I guess I'll have to bump the _lightmapscale to 3. I have 4 custom skins I test with so maybe u have more or mods u have add to the shader limit. The arcade games come from Forest House Ook made and the sounds have followed. ty I found the caulking I had missed there talking about a missing texture. That area near the swingset needs some work too I just haven't fixed it all just yet. I am not sure how I am going to make all that work out. I had to open the entrance into the tunnels near the swingset and doing so I had to cut back the balcony and kinda left it as it is for now. I've been working on making new textures and shaders for lights I plan on using around the map here and there or to replace some already in the map. I am also thinking about making a basketball toss game or something or skee ball game lol. Thanks a lot you 2 for taking the time to give it a test and give me a holler back. Is there anything you guys didn't like about the map? Or something you think can be improved?
  12. The download was just for a map file and radiant keeps showing an error saying a line is incomplete and keeps cycling until I end task on radiant. I've contacted u through pm hoping you could maybe zip the map file first then I can try to download again? ty
  13. I swear I have fixed that texture at least once lol. I've done a couple things since I uploaded the beta I had intended to do. The main area walls have also been adapted to the pad and pine tree area. I only took a pic of the pad. I've relit the floating platform some, No details yet but I made something I had an idea for a while back for this area just now getting around to doing. A little something I made from my days playing swtor.
  14. I'm thinking multiplayer co-op would be fun with the JK series. A big monster or evil guy that takes many players to defeat at the end of a co-op mp level. Some puzzles to figure out to get there and other enemies?
  15. I was trying to track down the map files to convert them for use in JA for the Shroomduck Inc. map pack. There's one person who had many of the finalized maps from others I can't get a hold of. I do have a few from working on them but I sent them back before they were finalized. We all would send maps to each other a little bit for others involved to work on some stuff on someone else's map. I would like to have converted the map pack for JA but looks like I would be confined to only being able to re-release the maps I had included in the map pack and who knows if I will get around to that. I am mainly working on Binger's Bespin and when that's done I will likely take a break and may or may not work on another.
  16. ty Omi. I forgot to mention I am also trying to optimize the map for JK2 1.02 ctf also which is one reason why I have been redesigning the pathways. Doing so I've been working in some colored light shaders and other lights that pop out a bit more when the map is darker and looks a lot better, plus I have incorporated my bespin skymod to be the main sky shader and it's more of a night time/ dusk setting. I am trying to divide one side of the map with red lights and the opposite side blue lights. In the bar I would hit the trigger for the music from the jukebox and try to make it all the way around the map before the music is over and normally I could get back well before the music was done. There's a couple spots that need some work but there are no doors to run through when jumping around the outside sections of the map and tunnels help keep your speed and propel you into the next room so you can keep jumping without slowing down. I think I deleted the last areaportal I had in the map during the last restructuring so vis separations is done using portals and hints. Also not shown in the pictures is an unidentified flying object that makes it's appearance in most areas of the map for a short time then moves on to the next area. The cool thing about the ufo is it's a train with a rotating shader so it looks like it's spinning while it's moving. It's a tad on the big side so if it comes into an area u are in it's hard to miss. Also, for those of you who download and want to check out the map, near the swing behind the sign in a bush is a trigger to open the door to go into the council area. Also at the pad, there's a small picture frame near the pad. There's a trigger there also that starts an elevator in the middle of the pad that takes you to the tram area underground (will give you enough time to get there before it goes down and there's no damage iif you jump into it. Lots of no damage shaders everywhere) to get you to the council room, the x-wing and all the camera rooms with some MIB style lighted hallways
  17. Binger's Bespin beta 0.8 available - link below: https://drive.google.com/file/d/0Bw0wzU8JHlPkT0lXVmdZX05QcHc/edit?usp=sharing This map has undergone a major redesign in the last week. There is still one area left to relight and many areas need a few details here and there. There's a few unfinished details here and there but most of the redesign is done. This version is much closer to a final version than the last version I made available. After making the dojo I have incorporated some elements from the dojo for other passageways I think work much better than before the redesign. Also included in this version is Boothand's awesome pine tree! More shaders and more fun! And here are some pics: Any comments or suggestions appreciated.
  18. What about the server games.log? Is it possible to use that? I remember my old clan directed stuff to the games log. You could open it and see chat etc. Not real time of course though but maybe a mod can be made to view the games.log or something? command from an old server file: seta g_log saberology.log
  19. I crashed out hard yesterday after another mapping marathon. I've been pretty busy. Only a third of one sticky is left to get done. I hope to have a good beta ready by Thursday or Friday. That being said, here's some pics of the dojo: As you can see the dojo has really come alive in the last few days. I still have to make some details like swords etc and the pics on the wall need a little refinishing. I have added 2 new ways out of the dojo recently and am currently working on smoothing out the transitions. There is a trigger in the middle there that will open the floor for a pad to come up to fight on that will be open for 3 minutes in JK2 because toggle doesn't work in JK2. I'll make it toggleable for JKA. Also there are some training dummies I made for the room and like an old JK2 bowling room I made, the arms of the dummies are usables that have health associated to them. When you destroy all the arms you can click the button nearest to the dummy and the arms will reset. There ya have it......Binger's Dojo
  20. I'll look into it guys. JK2 mp doesn't like scripts however but it's worth a try. If a script doesn't work for ffa, at least they will work for ctf which I plan to make a ctf version of the map with a few area restrictions. I will update this thread once I find out if it works or not. Thanks
  21. I was wanting to add some misc_shield_floor units in a map I am working on. They will show up if I change the gametype to ctf but will not spawn in free for all. I have used 2 search engines to try to track down a solution. I found someone saying to add a key and value but doesn't seem to work: notfree 0 // Meaning disables or enables the floor unit in free for all. Also I have tried using seta command for: seta disable_item_ misc_shield_floor_unit 0 Neither seem to work. Anyone know a way to have them work in ffa?
  22. Thanks Chap, Boot and Ony. I've been working alot on getting my editing list completed and situated. One line on my list could consist of a few seconds work to a few hours for the smallest of them on the list. I've got most everything connected. Added some camera rooms with access from the Council room (something I've done for a few maps I have made in the past). I've been working on the tram area but still have not made a tram yet but I have found my direction for that area and progress is moving along. Some of what I have on my list is to replace are pictures I slapped around here and there with something quick. I've got about 14 pictures I have to make somehow. And I do think I may keep the name Binger's Bespin. The map is made up of all kinds of maps I have made over the years. Kinda like grabbing the best parts of all my maps....making them better, then making one map outta them. The only problem with the name though is I also wanted to make the map moddable for clans to turn the signs into clan signs adding their own zipped up pk3. I planned on releasing a pk3 it with jpegs in the areas where they could be replaced and making the signs show dimensions of the image adn a number in the jpeg so they can be tracked down easily. Only problem I see with it is that, Binger's Bespin doesn't exactly sound like a clan map to me. But the name Binger's Bespin still fits better than any other I have come up with. Anyway. I'll see if I can throw another pic up here later today and show ya a little more. The one area that is becoming my favorite area of the map is the dojo. There isn't much to see of it in the pic I posted but I will try to showcase it a little bit before I am done for the day. So stay tuned......
  23. I just ran through the last compile and made a 3 sticky note, small written set of things to do before releasing a beta WIP. I think I have the main ideas to finish this map up as intended without gettting over compllicated. Once I get through the list, I will have the main map areas and connections finished. All that will be left to do is to work in a few details. Edit: Another pic I had uploaded of the floating area. This area will undergo a relight and have some details added. There are rotating lights underneath similar to an upside down lighthouse. Those are the light halos you see underneath.
  24. Binger as in Baa-daa-bing lol (sorry have to correct ) Why do you think that? Please comment
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