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ZeroRaven

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Everything posted by ZeroRaven

  1. Good evening fine folks, I was working on a map earlier and I'm running into a small problem./ When making a FUNC_DOOR there is a target path for a model to be displayed. I have currently set my door brush, and my model path to the door half I want to use, however when I test in game the brush is completely invisible. To verify it actually exists, I set it to player activate, and the activation prompt appears, and the sound plays, but again, no model. Is there a special way to do this?
  2. Yes I have, that was where I got my start. For JK/MotS the only ones presently active are "Aliens: Dark Beginning" and "Power of the Force"
  3. So I'm thinking the layout is pretty much finalized. I'm 80-90% happy with it, I may still tweak the heights of some of the floating platforms. As it sits at present, the playable area is 2048x2048 units square. At the highest point it is 576 units above the floor, and the deepest pit is 4096 units straight down. To Dos include adding the trigger/cushion brushes for the pits, adding spawns for multiple game modes, possible bot routing, and the weapons spawns for the other game modes. Currently it contains around 60 DM spawns, to offer some variety in spawn location, however with the symmetry of the map, its not as visually varied lol. Planned game modes are for FFA, Team FFA, Possible Duel and Power Duel (I know its a larger duel map). Whats the popular opinion on the lighting? I'm currently utilizing 3 variations of the same color schemes, yellow, white, and blue. I may tweak the blue tone of the blue lights to be mopre.. well... blue. its currently at a .5 .5 1 color setting, while yellow is 1 1 0. THE OVERVIEW OF THE MAP LOOKING ALONG ONE "SIDE" THE CENTER SPIRE
  4. @fullkevlar next time you test the map, try the walking up to it and tapping crouch. With only a 5unit gap at the ledge, it shouldn't be that big a difference. The crouch tap also worked at 64 units with an 8 unit ledge, but didn't at 48 units.
  5. So, I'm not sure if you're strictly going with visual comparisons for scale, but if you need measurements, Bill Burr is 5'10" and Pascal is 5'11". Both actors appear to come up to roughly 2/3 the height of the corridor right? Typically (atleast in the old JK games, I used 1jku as 1 meter since the Kyle model was roughly 1.87 meters) so if we assume that the player models in JA follow that same scale, 1.87 meters, then the scale would be roughly 96 units from floor to ceiling? Your POV camera between the 1st and 3rd person is in a different location. 1st appears to be below the head height and 3rd is obviously above. Personally I prefer sticking with 1st person perspective for scale testings, only using 3rd or additional models (kyle player reference works well here) to actually check the height scale. As for your door, I've done a crouch test myself and I've found that on a standard 64-8subdivision the height for crouch was 56units. this was from floor to ceiling, and add an 8unit "ledge" that i walked up to, tapped crouch and ducked right in. So unless its additional collision from your door model then 72 should be enough clearance to enter. Not sure if the same physics applies to cylindrical entries, but try walking up to the door way, and tapping crouch as you "walk into" the doorway. How high is the door ledge off the floor?
  6. Just a minor update, testing the symmetry of the map. Not sure if I like the mixed yellow vertical and blue horizontal platforms (in the corners), or if I prefer the solid yellow vertical and platforms (on the middle sides). Current playable area is a 2048x2048 square, not sure about the vertical height yet. Unlike my previous Grid map, this will have map edges and pitfalls that can prove treacherous for the combatants. The skybox (perhaps temporary) is from the MGS:VR Missions mod from CS, and unfortunately looks rather pixelated compared to the rest of the map and textures. All light edges and actually light emitting sources, and will provide the illumination for the map. Any questions, comments, critiques, please post them. I always love feedback.
  7. So about 8 years ago, during my heyday of classic JK/MotS mapping, I took inspiration from a certain movie, as well as games like MGS:VR Missions, and began a small Deathmatch level for Jedi Knight that I called "The Grid" Recently I've had the bug to get into MP mapping for Jedi Academy (as shown by my FFA_Dust and other maps), but I've been reliving my JK maps and decided to revitilize them (in one form or another) for JA. First up will be, FFA_Grid. A complete redesign of the map style from JK, but keeping the arena layout style, and glowing textures.
  8. 96 downloads

    A small FFA/Duel/Power Duel arena. Designed with Lunaran's LUN3DM4 textures specifically in mind.
  9. Never mind, I figured out where I screwed up. The arena file was pointing to maps/dest_duel.bsp instead of maps/duel_dest.bsp ??
  10. So the console gives the typical startup for the map, hostname, IP etc. But then it says: can't find map maps/dest_duel.bsp And below that : unknown command "addbot" However the BSP is in the base/maps folder, and also in the PK3.
  11. Admittedly it's been a while since I've released a map, however I have followed all steps as necessary. - Map compiled error free, and does test in game. - Arena file properly made, shows FFA and DUEL (has spawnpoints for both) - Levelshot taken - PK3 Made with things in proper folders (only necessary items) However when I go to test in MP, the level shows in the Duel and FFA subsections, however the level shot doesn't display (just the default MP loading screen), and when I try to load and play the map through MP it kicks me back to the main menu. Below is a SC of the PK3 layout, I'm assuming that's the cause of the issues.
  12. I have to say, I am really liking this. I really liked this episode, and this would make a great map for the game. The corridors are looking about the right width now. Can't wait to see the progress you make!
  13. An awesome mapper by the name of KungFuSquirrel made a map for the game PREY, which involved being able to literally walk on the walls of the map (see link below). Is such a map possible in JA? If so, how might it be accomplished? KungFuSquirrel's Bender map.
  14. Kind of a cryptic subject? Good lol. After a bit of a hiatus (needed a new mouse), I've begun work on a new FFA level with a familiar feel. Utilizing textures in the CS theme, I've begun what i've dubbed FFA_DUST. Level layout is essentially done. It's in essence a full loop, with very few if any potential hang ups. Hoping to finish the design and begin item placement and maybe bot-routing (my first attempt) by the end of the week.
    Definitely humorous! Though if I may suggest renaming this Covid-19 Virus. Coronavirus is an umbrella term for a distinct group which includes Covid-19.
  15. Hey SJC is your site down? I tried going to it and it gives me a "We can't reach this page" error.
  16. During the course of working on a map, I've run into a question I never thought I would ask. Is it possible to use MD3 models from a PK3 file without extracting them from a PK3 file into the base/models folder? For a perfect example, Szicos_Modelpack1 readme states "unzip into the base directory and enjoy" (paraphrased). This says to me that to utilize the files, unzip the folder so the szicos_modelpack1.pk3 file is in the base folder for JA and there you go. However to use these files in a map being made with gtkradiant, it is impossible to use the models directly from the PK3 file. Perhaps this is a very noobish answer, however even a google search failed to turn up any documentation. If anyone has any input or advice, much appreciated.
  17. Love the articles on PC hackers decimating Switch users. I love the cross platform idea, Switch users apparently, not so much lol.
  18. Hey everyone, I never post under the requests section. However I was wondering if someone might have a skybox texture similar to gateway station from the movie "Aliens", or the Sevastapol from "Alien: Isolation". What I mean is, a station orbiting a planet, and a skybox taken inside the perimeter of said station. Similar to whats been done with the maps on here already. I've been searching and the closest I've found has been the Citadel Station skybox from KOTOR2. If anyone could help, or at least point in the right direction, that'd be super.
  19. Changing the brushes to detail didn't fix the MAX_MAP_VISIBILITY error, but I changed the chopsize to 0 and changed the cull distance to the full length of the map (16,896 map units), and THAT seemed to have fixed it for now. thanks for the advice.
  20. So I'm attempting to compile a map so I can test it (only 25% or less finished), and during the compile process I hit an error I've never seen before. MAX_MAP_VISIBILITY exceeded. I'm not sure what this is or how to fix it. Map is only 104 brushes and 2 entities, though it is in a big skybox (will be a platforms map). If anyone has any idea what this is, please let me know.
  21. Agreed. Though I did recently find the original South Park map (Jedi Outcast) so I'm gonna check the readme and see if I can borrow some assets to liven it up. If anyone has any South Park player models that'd be great.
  22. Some minor progress. This may be a BIG project if I decide to do the whole town. Only have 1 residential block done and its only 432 brushes. The current map area is X= 3,808 units, and Y=2,176 units and skybox ceiling is at z=1,024 units. That, just on the X-Y perspective is an area of 8,286,208 map units. I can only imagine that the FULL town will be ATLEAST X=9,000 units and Y=6,000 units, and that's on a LOW estimate lol.
  23. Could, but not sure how accurate that is. I've been using "The Stick of Truth" map as a reference, as well as pictures from the show. I was looking for an old map that was on JK3 files, (I think it was for JKA) that was based on South Park, particularly the area around the city hall. Some detail progress. May use patch meshes for the snow areas that overlap trees, bushes and sidewalks, however they're subject to the cel shader script also (note the small snow mesh that has a black edge on top).
  24. So I got bored and started watching South Park on HULU. Note this is VERY early, and as such I only have 4 buildings and no details. I plan on making a FULL exterior town (within engine limits), so it should be pretty big. Skybox is only temporary (obviously), and will be using a cel shader render to add that cartoon feel.
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