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Everything posted by lil_binger
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Trigger's not working quite right for JA
lil_binger replied to lil_binger's topic in Modding Assistance
After contemplating this, during the conversion I remember I did have a little difficulty with JA triggerring things a little too quickly. So in response to myself putting a wait time on on a usable trigger fixes the problem. Tested....working....done!!! -
I am working on a map conversion from JO to JA, I have gotten most everything to work correctly however, usable triggers sometimes work and sometimes they don't work. Sometimes I have to use the trigger 2 or 3 times before they work. I have selected use_button selection box in the entities window which creates: spawnflags 4 I have tried to make them a little larger thinking a part of the character was outside the trigger when using the trigger and it seems to help a little bit but it will still work and not work sometimes. Any suggestions what may be causing this problem?
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JK2 1.02 specific jump bug in map making
lil_binger replied to lil_binger's topic in Jedi Knight Tech Support
Dunno why it keeps getting moved. It's not exactly tech support as you have to use Radiant to fix the problem. It's a bug to making the map described in Boothand's resolution to fixing the map. Either way problem is fixed. Doesn't bother me where you put the thread. -
JK2 1.02 specific jump bug in map making
lil_binger replied to lil_binger's topic in Jedi Knight Tech Support
You are correct. Should be in mapping assistance. -
JK2 1.02 specific jump bug in map making
lil_binger replied to lil_binger's topic in Jedi Knight Tech Support
I would like to tag this as solved but I don't see the option. I'm really glad to have found a solution. Wish I could have figured this out years ago. -
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I have a request about JKHub having a mapping section separate from the modding assistance section and it gets turned into a debate about what a mod is, I simply think JKHub should have a mapping assistance forum somewhere. I don't care where it is put. I don't care if people think it's a mod or isn't. I think a separate mapping section is needed for those needing assistance with mapping. This will help keep mapping questions separate from other modding questions. If I was primarily a model maker maybe I would ask for a modeling assistance help etc. I make maps and would like to see a mapping section separate from modding assistance which I think JKHub needs.
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Models can be mods if you are replacing something in the game with it (you are modifying something in the game making a model to overwrite what is already there). The model itself is not a mod if it's not modifying the game (such as a model created to be used in a custom map that doesn't exist in the supplied JA/JO assets adn doesn't overwrite anything in the JK assets). I am not asking to create a whole new forum. I am asking for a mapping section withing the modding section. That's a win win for everyone. It's still in the modding section for those of you who consider it a mod and it's in a mapping section so others may locate it more easily.
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I am not modifying game files by making a map. I am creating a pk3. I am creating a map that does not modify the game. It is a custom map built for JK series not a mod that changes anything in the game. Tons of users have posted mapping related problems in the modding section because a mapping section does not exist that is why I am asking for a mapping section to exist. You can put it in the modding section on the forums if you want just in a different category.
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I would like to hear from others in the community here on JKHub. It's a reasonable request and easy to implement. If you guys need a moderator for the section give me a holler.
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There being a small amount of mapping assistance it makes it hard to find within all of the modding assistance section. There needs to be a mapping assistance section within the modding section. Modding assistance and a mapping assistance section. I am a mapper not a "modder". A map is not a mod, it's a map. It would make it easier to find people needing assistance making their map. It would make it easier to find solutions for map making. I look through all the modding assistance section and it's hard to find mapping assistance stuff. Separate the 2 please. Don't argue eez , are a modder judging from the files you have hosted on JKHub. You don't need a mapping assistance section. Us mappers do and I would like to see it implemented. thank you
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modding is not mapping. If I want to look at others mapping ideas or others needing assistance with their map, I would like to see them under one roof in a mapping section and not have to sift through models, and other mods in the modding section.
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There is a Modding assistance forum here on JKHub. I think there should also be a mapping assistance forum to keep the two separate and a little more specific. Maybe also a shader assistance forum possibly but not entirely necessary. Mapping assistance forum I do think is needed.
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I don't know about anyone else but I never use the hollow tool I just cut the room out myself with the clipper tool.
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JK2 1.02 specific jump bug in map making
lil_binger replied to lil_binger's topic in Jedi Knight Tech Support
I think there were only a couple things wrong with 1.02. One of them being the jump bug. I am compiling a map now to check if moving the entire map above 0 will work. If this fixes the problem the jump bug basically can be worked around. This jump bug is really bad for a map because when dueling with full force active it makes the fighting unplayable. The other problem with jk2 is the mapping limitations. Shader limits etc. Having a large map and many custom player models = bad in JK2. I had to compromise so much mapping for JK2 because of the crappy shader limits. Everything else is fine for the most part. I think getting stuck when pushing forward when someone force pushes you adds to the dynamic of the game in 1.02. Keeps you on your toes. I like the spinning of a character when performing an action and that too I think adds to the gameplay and adds to the fun. People can really master the technique in JK2 1.02 and kick the living force out of somebody lol. 1.04 and JA have always felt so restrictive when fighting someone. In JA especially the fighting is a bit boring. JA is too fancy and seems too much for show and dazzle instead of killing your enemy with a lightsaber. About the only thing I think JO could use is the chat icons (minus the bug fizes). The chat icons I think was the only thing in 1.04 that was somewhat useful. Some of the other bugs had workarounds. Back in the day a person in my old clan was pretty good at working with 1.02 without source code fixing server errors etc. He had something integrated on our servers to make them more stable and less vulnerable to hackers. I have tried to contact him recently but no response yet. Well, just compiled and tested the Zero theory and one of my maps is fixed. No more jump bug. I am guessing this will work with my other map I have been experiencing the jump bug with and I will try to apply the same fix to it. Kind of a wierd bug. I wonder what causes it. I will add however, pvp in Swtor I actually like a lot. It's not all for show in swtor. Many attacks and abilities have a purpose and a counter, my main problem with swtor is you can't jump worth a crap. Some have the ability to jump to a target which is really kool but just jumping in general is restrictive. I mean we are Jedi.....surely we can jump higher than 4 feet off the ground....geez.....Swtor is free to play now too. If you don't think Swtor is fun or sucks or whatever I'll tell you one thing....I came upon 3 enemies in an open pvp area fighting a bot trying to complete a mission to get some xp etc......I targeted the lowest health one first and killed him before the 3 knew what was going on. The NPC started fighting one of the 2 guys who was left and I killed him. The Npc started attacking me and I faded out and dropped my threat while fighting the last guy which caused the NPC to target my enamy, I was on a mission also that required me to click on a charging area with an item I required previously, I quickly ran over to the charging area, low on health not far from death and clicked on it and the charging area in the pvp zone charged up and released a pulse that kill the remaining enemy and left me alive grinning from ear to ear lol. You can't tell me that's not satisfying P.S. Leveling a toon in swtor for the first time is enjoyable. A lot of story there but watching cutscenes etc takes a lot of time. Leveling a character in SWTOR is not where the fun of the game is however. Once your character hits the level cap is where the game comes alive. And you don't have to do missions to level up once you reach level 10. From lvl 10 you can pvp the entire way if you want to the level cap. I think PvP is quite good in SWTOR and even though there wasn't a JK4 it's not a bad alternative. You can challenge people to duels......plus SWTOR does have huttball which is fun too lol. And yes I do have an active SWTOR account right now. I haven't been playing much lately however. SWTOR names: Jedi Covenant server: lil'binger, Igottwormms, Igottherb, Unclesoondead and Crûnchy -
JK2 1.02 specific jump bug in map making
lil_binger replied to lil_binger's topic in Jedi Knight Tech Support
I am pretty sure it's not the zero thing. I have one map on 0 that does adn one on zero that doesn't have a jump bug. The other under zero jumps further than the zero line. I didn't change the difference to zero but I made a brush in the map that made the jump bug height smaller without moving the map any. If the zero theory was correct making a brush inside the map should not effect anything. I haven't worked on fixing the bug much lately. Working on a map release atm but I'll get back to it before too long. -
Version v0.2
93 downloads
I am releasing this map for anyone to use in part or in whole for any thing or any reason. map file included in zip file This is a map I started a long time ago and it was eventually abandoned. It does have some interesting qualities to it and I always thought maybe one day I would come back to it. Well now I have come back to this forgotten map to release it for others who might want to do something with it. It's not a very compilacted map. Kinda neat though. The 2 main floating islands have been hollowed out but nothing much ever done inside. For Jedi Academy, I could see the bottom areas used for a vehicle spawning area to fly around and dog fight or something. You can give me some credit in your readme if you decide to publish your work but it's not absolutely necessary. I would appreciate the acknowledgement though. Enjoy! -
JK2 1.02 specific jump bug in map making
lil_binger replied to lil_binger's topic in Jedi Knight Tech Support
lol. I forgot about the water bug. I remember that yeah. One map I have you bounce all the way to the ceiling. Another one I have you don't. I have tried a bunch of different things already and nothing has worked. I do believe it has to do with an outside wall or brush. The map where you go to the ceiling is floating in mid air so there's nothing it's grounded to however you still jump right to the ceiliing. So it seems also to take your position in the map in relation to this outside brush I speak of. If I keep trying I'll find something. Got another idea compiling atm, bespin arena you seem to jump the height of the walls for the tunnels you fall in located in the floor and sides of the main area. You won't hit the ceiling in bespin area but the height is about the same as the tunnel walls. If you don't hit the ceiling in bespin arena I know there's some way to change the height, I just haven't figured it out just yet. -
JK2 1.02 specific jump bug in map making
lil_binger replied to lil_binger's topic in Jedi Knight Tech Support
Considering I haven't committed to 1.04 since I started playing in 2005 I may not be upgrading any time soon I have played 1.04. I enjoy the gameplay of 1.02 better and always have. -
So, increasing block size is the answer to my question. Therefore vis is still being drawn etc. So you are still using areaportals in addition to drawing vis, increasing block size. What are block sizes normally used in maps you guys have been involved with?
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I am not sure if anyone in 1.02 has run into this bug creating a custom map. I know I have and have not exactly found a fix other than upgrading to 1.04 which has the bug fix. It's actually a pretty big problem and can make a map unfit for full force fighting. This bug in 1.02 happens when you click and hold jump and walk up an incline that is cut flat on top. At the top of the incline you will launch into the air and it seems the height of the jump is affected by the height of your map. Also if you click and hold jump and someone force pushes you, you will also launch into the air with the same effect, (this also works testing it with bots). I have been trying to narrow down a solution. I am not exactly sure what the cause of this is (although I have a few assumptions), I have been trying a few things to counteract this problem if it arises. The bespin arena wip I released has this problem in 1.02. The area I cut from it is worse so I am working with that separate map trying a few things to fix it. Anyone know about this bug or ever have problems with it?
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One area I had to remove from the map will be included in the ja version as part of the map because of jk2 limitations and it being 1200 brushes with around 500 entities. I plan on releasing the final map file along with the pk3 for the public with permissions to use areas or pieces of areas or objects. Any suggestions for an area other than a council room a clan map might need that I may be overlooking? I'm not familiar with JA in recent years if it's evolved into more of role playing or if ctf or other gametype is popular. The council room may be moved a bit. I just tidied it up where it was for a wip here on jkhub.
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I'd like to hear your thoughts about my Wip if you get the chance. The vis in the wip was mostly working with many premade areas putting them together then working vis around and through what was already made but make it so you can get most anywhere in the map very quickly. (turn a corner , jump, jump, you're there.) I agree Mapping is not a one sided process and everything should be considered including compromising vis as well to get the effect u want. Compromise vis too much however, your map will suffer. I've played a lot of games and it's not hard to read how most publishers pull it off. There are tricks to making an area to feel less confined and feel more natural which helps with continuity of the map. It needs to feel like it belongs yet serve a purpose, direct flow, vis, etc. In my opinion, I do like the feel of a map without doors, space feels more open and less confined. When I create a new map or connect old areas I do consider vis when making anything in radiant. I always consider fun factor, flow and purpose as well. My maps are well known for their gameplay for those who have seen them however I was not very good at working vis most of my mapping career. Now I am trying to work the fun and the vis together a lot better and have been pretty happy with the results.
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I just uploaded a WIP in the wip section for ffa_bespinarena. The map does not have any areaportals or hints in it anywhere. There are 2 doors which are elevators. The other elevators are from an idea I had for the first map I ever made.....water elevators and bots will navigate lol. Vis should always be priority one over everything else in making a map. I didn't always create maps this way but as I have learned vis is the 1st factor to consider when making one. It's hard to fix something that is already made if an area is too open and has too many drawable objects. Sometimes you just have to compromise or redesign.
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I left JK2 for quite some time after working on a slew of maps during my 3 years or so mapping. The last project I worked on was the Shroomduck Inc. map pack then I kinda dropped out for a while. One evening a couple months ago I decided to find my back ups from years ago and mess around with radiant a bit. As I was messing around many things just started to fall into place as if it was meant to be and I decided to give it a go and release another map or 2. I have 2 maps I am working on. The wip I am giving access to was the 1st idea I had and has evolved over time just a little bit. Currently intended for JK2 but will work on converting to JA as soon as possible. It should work in JA except the triggers will be a bit funky if I remember correctly adn of course some textures missing but if you have a mod that has jk2 textures or possibly even a ffa_bespin converted to JA it might help replace a few missing textures. Basically, I've gone through all my old maps and squished them together with a ton of original recent work to make 2 maps. Bespin arena's main area actually began as a duel map I made and released on jk2 files I think. The map was a bit broken (a couple walls could be walked through) but I never released a fixed version of the map. When I rediscovered this map I decided to build on to it and thus is what is has become today. There are pieces of bespin ruins (from Shroomduck Inc), ffa_khomm (from Shroomduck Inc), LM_Bespin (never officially released), LM_Streets (official release), The Bingstation (official release), forest house (ooks Arcade Games and pooltable, also in Bespin Ruins) and little bits of pieces taken from other maps I never released officially including pieces of one or 2 of the first maps I ever made. Enough about that though. I will release this with a clan mod to turn this map into a clan map using a few custom textures. I have approximatly 9 custom textures that can be switched out to allow a clan to personalize the map. **Clan mod is not included in this WIP currently. **Textures in place for the clan mod in this WIP subject to change 2 areas need work which is a council room and a room near the pad area with nothing in it. One teleport in main area not connected currently. And this map does have bot support. ffa_bespinarena https://drive.google.com/file/d/0Bw0wzU8JHlPkdFlGVGdUTG12VDg/edit?usp=sharing