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BruceJohnJenner

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  1. Still couldnt fix the issue on windows, but I saw that GTK radiant had a linux version which I installed on Ubuntu, worked right out of the box for once. Oh well, I guess this way I can have infinite problems
  2. I have tried that though. Are there any additional directories that need to be removed besides C:\Program Files\GtkRadiant-1.4 ? How different is 1.5 to use though?
  3. Okay, so recently I had GTK-Radiant set up nicely on Windows and was happily learning how to map in it. Then at some point I realized that I had used some textures from outside of the base assets, so I moved the old base folder of my windows install to a different location and created a new base folder with the base assets 0, 1, and 2 copied over. This now causes gtk radiant to refuse to load any textures in the editor whatsoever. Ive tried installing and uninstalling radiant and JA several times, but I still cant seem to get it to work. The console output of radiant after it has started is loading synapse XML config file 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/synapse.config' Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/modules/ Found 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/image.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/image.dll' Dynamic APIs for client 'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'image' Found 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/map.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/map.dll' Dynamic APIs for client 'MAP format module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'map' Found 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll' Dynamic APIs for client 'XMAP module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'xmap' Found 'C:/Program Files/GtkRadiant-1.4/modules/model.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/model.dll' Dynamic APIs for client 'picomodel loader module built Dec 21 2003 1.4.0' 2 dynamic interfaces parsed for 'model' Found 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll' Dynamic APIs for client 'Q3/Half-Life shaders module built Dec 21 2003 1.4.0' 2 dynamic interfaces parsed for 'shaders' Found 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll' Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/plugins/ Found 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll' Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/modules/ Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/plugins/ Dynamic APIs for client 'Radiant - synapse core built Dec 21 2003 1.4.0' 5 dynamic interfaces parsed for 'core' CSynapserServer::Resolve adding new client slot 'Radiant - synapse core built Dec 21 2003 1.4.0' 'PK3 VFS module built Dec 21 2003 1.4.0' activated 'Q3/Half-Life shaders module built Dec 21 2003 1.4.0' activated 'picomodel loader module built Dec 21 2003 1.4.0' activated 'Sprite Model module built Dec 21 2003 1.4.0' activated 'Entity module built Dec 21 2003 1.4.0' activated '2d Background plugin built Dec 21 2003 1.4.0' activated 'bobToolz module built Dec 21 2003 1.4.0' activated 'Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0' activated 'GtkGenSurf - built Dec 21 2003 1.4.0' activated 'PrtView module built Dec 21 2003 1.4.0' activated 'PNG loader module built Dec 21 2003 1.4.0' activated 'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0' activated 'XMAP module built Dec 21 2003 1.4.0' activated 'Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0' activated 'Builtin .def module built Dec 21 2003 1.4.0' activated 'WAD VFS module built Dec 21 2003 1.4.0' activated 'MAP format module built Dec 21 2003 1.4.0' activated Unloading an unused module: 'imagehl formats module built Dec 21 2003 1.4.0' FreeLibrary 'imagehl formats module built Dec 21 2003 1.4.0' Unloading an unused module: '.fgd eclass module built Dec 21 2003 1.4.0' FreeLibrary '.fgd eclass module built Dec 21 2003 1.4.0' Loading project file: "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj" basepath : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/ entitypath : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/base/scripts/sp_entities.def Setting current project in prefs to "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj" Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/global.pref' Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/ja.game/local.pref' vfs directory: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base pak file: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/mapextras.pk3 ScanFile: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/mp_entities.def Multiplayer mapping mode. Ignoring 'sp_entities.def' Searching VFS for files in sprites/*.* that match entity names... 0 entities were scanned 0 entities that already had models/sprites were ignored 0 non-fixed-size entities were ignored 0 entities did not have matching sprite files 0 entities had sprite files and have been attached Parsing shader files from C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/shaders/shaderlist.txt Parsing shaderfile shaders/bespin.shader Parsing shaderfile shaders/bounty.shader Parsing shaderfile shaders/byss.shader Parsing shaderfile shaders/cairn.shader Parsing shaderfile shaders/common.shader Parsing shaderfile shaders/danger.shader Parsing shaderfile shaders/decals.shader Parsing shaderfile shaders/desert.shader Parsing shaderfile shaders/doomgiver.shader Parsing shaderfile shaders/factory.shader Parsing shaderfile shaders/flares.shader Parsing shaderfile shaders/fogs.shader Parsing shaderfile shaders/h_evil.shader Parsing shaderfile shaders/hoth.shader Parsing shaderfile shaders/imp_mine.shader Parsing shaderfile shaders/impdetention.shader Parsing shaderfile shaders/imperial.shader Parsing shaderfile shaders/jnegretetest.shader Parsing shaderfile shaders/kejim.shader Parsing shaderfile shaders/korriban.shader Parsing shaderfile shaders/models.shader Parsing shaderfile shaders/mp.shader Parsing shaderfile shaders/narshaddaa.shader Parsing shaderfile shaders/nar_streets.shader Parsing shaderfile shaders/quicktrip.shader Parsing shaderfile shaders/rail.shader Parsing shaderfile shaders/rbettenbergtest.shader Parsing shaderfile shaders/rift.shader Parsing shaderfile shaders/rocky_ruins.shader Parsing shaderfile shaders/rooftop.shader Parsing shaderfile shaders/sandcrawler.shader Parsing shaderfile shaders/siege.shader Parsing shaderfile shaders/skies.shader Parsing shaderfile shaders/stu.shader Parsing shaderfile shaders/system.shader Parsing shaderfile shaders/taspir.shader Parsing shaderfile shaders/tests.shader Parsing shaderfile shaders/vjun.shader Parsing shaderfile shaders/wedge.shader Parsing shaderfile shaders/yavin.shader GL_VENDOR: Intel GL_RENDERER: Intel(R) HD Graphics Family GL_VERSION: 3.1.0 - Build 8.15.10.2476 GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object Checking for extension 'GL_ARB_texture_compression'...Found Checking for extension 'GL_EXT_texture_compression_s3tc'...Found ATI bug workaround disabled Warning: OpenGL Error GL_INVALID_VALUE - A numeric argument is out of range. LOADED: textures/radiant/notex Looked for a 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/shortcuts.ini' keyboard shortcuts file, not found Entering message loop Map_New Radiant - synapse core built Dec 21 2003 1.4.0 Builtin .def module built Dec 21 2003 1.4.0 PrtView module built Dec 21 2003 1.4.0 GtkGenSurf - built Dec 21 2003 1.4.0 Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0 bobToolz module built Dec 21 2003 1.4.0 2d Background plugin built Dec 21 2003 1.4.0 WAD VFS module built Dec 21 2003 1.4.0 PK3 VFS module built Dec 21 2003 1.4.0 Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0 Sprite Model module built Dec 21 2003 1.4.0 Q3/Half-Life shaders module built Dec 21 2003 1.4.0 picomodel loader module built Dec 21 2003 1.4.0 XMAP module built Dec 21 2003 1.4.0 MAP format module built Dec 21 2003 1.4.0 PNG loader module built Dec 21 2003 1.4.0 image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0 Entity module built Dec 21 2003 1.4.0 Warning: OpenGL Error GL_INVALID_ENUM - An unacceptable value is specified for an enumerated argument.
  4. Yeah, for some reason I always seem to build on the side of too small, even when I am trying to build a big room... Anyone have any ideas about the issue I mentioned with my Radiant? I still cant get it running.
  5. yes, I had an issue with running out of memory, on Ubuntu linux. I was able to fix it though http://jkhub.org/topic/5114-where-to-start/ If you like, I can submit the fix to the main OpenJK branch
  6. I was anyways, but my gtk radiant setup has gone haywire after I tried to move my game data folder, now all I see is white squares in place of the textures and I cant see them mapped to surfaces in GTK radiant. But Im trying again tonight, so hopefully I can get it all fixed up nicely again. Anything in particular that I missed?
  7. Made another version of the map with lighting: Which generally looked good, save for that one part near the edges of the ceiling, why is the light leaking down into the next level?
  8. Its not bad, but the contrast is a bit too much for most of them, the swamptrooper being the best example of this. It does look nice for the rodian, prisoner, and Jan though.
  9. Not sure if this is the right thread for this, but if you like my music mod for korriban, its all yours to include in JKE: http://jkhub.org/files/file/2220-jedi-academy-korriban-music-replacement/
  10. I dont have a clue myself, although I suspect the answer might be buried in the source code under OpenJK, or maybe in some configuration file in the PK3. If I had to guess, Id say the developers probably were going to do something similar in the Jedi Academy boss fight, but ran out of time to implement it properly. A lot of stuff like that makes you wonder if JKA wasnt rushed at least a little bit.
  11. Version 1.0

    836 downloads

    When I recently played through the Jedi Academy single player game, I noticed that the music kinda seemed off for the mood. Specifically, the action music taken from the Rancor scenes in Episode VI always felt really repetitive, and the developers didnt seem to make very good use of having two sets of music for the light and dark side paths of the story (Both branches for korriban light side and dark side in the base PK3s sound pretty much the same when you listen to them). So, in order to fix this, I decided to create a PK3 with in-game music files taken from other parts of the game, and the music in Jedi Outcast, that overwrites the music files in the default assets. The basic goal behind this project was to create a new set of music files that fit the game situation better, and that also gives the dark and light side branches music that fits each one better.
  12. Hmmm, But the problem would be figuring out where and what the lightsources are. The idea is to create an underground map thats really dark (ie creepy), but the light has to come from somewhere. If the lightsaber wont properly light things, and I dont really want to do torches on the walls (doesnt make sense, why are they lit...?) Oooh!!! Maybe I can make torches on the wall that the player lights by hitting activate when right beside them (ie the player lights the torches as they go) Is that possible, making dynamic light sources?
  13. Ah just BSP -meta I think? The first option at the top of the tab containing all of the build options. I haven't even started to place lights yet though. If I recompile it with the lighting option, but dont place any lights in the game, is the whole map just dark? (would be kinda cool though, wandering through the halls with only the lightsaber to light the way...)
  14. So I finally got around to learning a bit of GTK-Radiant, many thanks to Mugs great mapping tutorials First one was a wee bit crowded... Which was fixed a bit in the second one: Im thinking of making it a sort of 'Massassi tomb raider' bit, where the player explores an underground structure on Yavin IV that is trying to kill them with Indiana Jonesish pitfalls, moving walls, etc. Hopefully it will look a lot better with lighting...
  15. Well I didnt think you would argue against it, but is it okay to submit requests directly to master this way or would it be better to do on another branch?
  16. Would it not make some sense to port everything to SDL, or are the Win32 and OSX parts just there to smooth over small areas where SDL doesnt fit quite perfectly due to differences in how operating systems handle things? Just a wild thought here, but would porting things to SFML be a possibility? I am a big fan of SFML personally. I would imagine that ICARUS and Ghoul2 dont really need much modification at this point, more just adjusting how the game uses them internally in game and cgame? Is ghoul2 basically just a filetype that normal mesh files like 3ds and obj can be ported to? Why exactly is LLVM used to run virtual machines? (ie what problem requires setting one up instead of just writing normal C code to do it?) Are all users in a multiplayer session required to use the same versions of dlls though? If a mp session was using different code for cgame, things would behave differently for everybody wouldnt they? Generally more interested in SP, but Im more interested in just tinkering with game mechanics to do interesting stuff. Even just modifying the speed that weapons fire moves at to be faster has a big effect on SP gameplay. But changes like that are obviously not part of the OpenJK branch, so I think Im going to just make that into a separate repository that isnt related to OpenJK. I would love to tinker with integrating bullet physics into the game though. I think somebody already experimented with that before, and it looked really cool with crates & objects bouncing around. Ill make sure to stop by the IRC, maybe sometime on this weekend if I have time. What I was thinking of in place of a roadmap, would be to create a quick comment at the top of each file in OpenJK that describes what it does. Sooo, I think Ill refork OpenJK, and make pull requests to master with the commented files, and whoever is in charge of the main branch can review the comments to make sure theyre accurate, then add them to master. Does that sound like a decent idea?
  17. It was a request that Langerd made for me, he was just generous enough to release it publicly so others could enjoy it.
  18. Sooo, This is a bit of a broad question. I now have a fork of OpenJK working on Ubuntu linux, so I can now tinker with the source at will. But, not unexpectedly, the source code for the project is massive, quite a bit for me to take in all at once. For comparison, my largest project would be this: https://github.com/BruceJohnJennerLawso/Ignition_Engine which is a minnow compared to OpenJK. I also see from browsing the code, that a lot of it is written in functional style as opposed to object oriented. This again isn't particularly surprising given that the game is over 10 years old, and speed was probably a fairly important factor in its design, but the code is proving rather difficult to make sense of. What I was hoping to do, is create a quick roadmap of where everything is in OpenJK, and a rough description of what it does. So far the only things I have been able to figure out is this: -win32 and macosx under the code folder (only looking at JKA code here) are obviously related to lower level stuff on the given operating system (creating a window, getting a handle to it, drawing stuff to that window, etc.). If that is the case, I dont follow why sdl is also there, since sdl would cover all of those tasks on its own wouldnt it? Or maybe SDL is only there to provide support for low level stuff on linux that wasnt available when the commercial version was released? -I think ghoul2 is somehow related to in game meshes, more specifically taking a static model that a modeller creates in an external program like blender, 3dsmax, what have you, and making it interface with the game physics and animations? Is it some sort of external library that handles things like this? -No clue what icarus is, If anyone could comment on that, it would be very helpful. -game and cgame are fairly obvious, some game constants were defined in the headers in game, which allowed for changing a few things like the speed of weapons fire, although much of that is a mystery to me at the moment. Beyond that, Im not sure what most of the source does. Is there a good starting point in the code to look at that would help me get a better understanding of how it all works?
  19. -Umm, strong style I think? Staff style is held horizontal at the waist isnt it? -Simple as it gets That looks perfect, exactly what I was thinking of. Whether to texture or not would be up to you really. I personally wouldnt mind if it just used different coloured materials for the detail, but textures are fine as well if you prefer to do it that way. I just cant imagine how to properly UV map a texture to that top surface though, but I imagine Blender must have better tools for UV mapping than the piece of crap that I used for my UV mapping in conjunction with Anim8or.
  20. Hmm, blender, another mountain I need to climb someday... Is there any way of doing it from Anim8or? I have experience using that before.
  21. Literally as simple as this: Its for a humourous video project, only needs to be recognizable as an umbrella. (although I guess it would be funny as a weapon in the game while closed)
  22. I find that activating lukes meditation stone causes my player to get stuck in the meditation stones mesh, unless I noclip to get out of it. I would assume that is not fixable if the player is already standing on top of the stone when activating it, but would it be possible to make it activatable from farther away so it doesnt happen? I really like the addition of the banners to the main hall too by the way. Out of curiosity, where did you get the interior of the yavin runner2, did you recreate it from scratch, or was it included with the sdk?
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