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Pande

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Everything posted by Pande

  1. Indeed, whats your platform and software of choice?
  2. I bet that thing has some popsicles in it's cellar
  3. I have seen this before when I tried to light a map that was like 150k brushes or something ridiculous (huge terrain experiment). It got so bad it actually caused my game to fail to render the UI properly, causing all-black UI with screwed up text and interesting effects like all textures in the map becoming a mixture of hall-of-mirrors and would copy the current screen frame to it's texture coordinates... looked very, very odd. It's some sort of memory issue. Your lightmap is too big. Try func_Groups with higher lightmapscales, like 2 or 4 or even 8, especially if they have a lot of patches. And yes, func_group are not saved into the BSP so if you decompile my map you will not see them. I believe the source files for it are somewhere though if you look through my threads.
  4. One thing you could do is grab mrwonko's patch exporter for blender from here: http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/ And export patches that match your model, and throw that into radiant. You can then delete or simplify it as much as needed. That so far has been the best use I found for it. I had him make it for me in order to build terrain but it was a pipe dream as the radiant limits stood in my way, and if not those then random errors ingame where you'd fall through some patches.
  5. I can't wait, personally, I think it's gonna be a lot better. Hopefully they'll have non-focused window scrolling as part of native Windows API...
  6. I think you can spare a few more tris on that should piece, lookin a bit blocky.
  7. Yeah that would be handled client side - if you think about it, what if you don't have their model loaded? If it calls for 'taunt4' and your kyle default character doesn't have one, you'd hear nothing. It just calls for a generic 'taunt' and the client-side handles the rest
  8. JKG has some sorta makermod stuff in it aswell. It uses many of the same commands like /place. Worth a look through the code. Through LUA objects and scripts the placed models can do things like give weapons, ammo, etc.
  9. That won't be an issue if you want duel mode only. But to allow devmapping to FFA mode (set other modes using g_gamemode) you should include info_player_deathmatch, as I mentioned already
  10. All you need to do is place two info_player_duel on opposite sides of the map. For powerduel, include 2 info_player_duel2 and 1 info_player_duel1. To ensure FFA compatability should someone choose to run the map that way, place info_player_deathmatch all over the place. Finally a .arena file is needed to show properly in the menus, you can find these packaged with the default maps or use one from a downloaded duel map, as a basis for yours. They are fairly self explainatory.
  11. Kiwi IRC is a great tool for this. https://kiwiirc.com/ super easy for users to create a name and join the irc channel, regular irc users can easily use their own client too
  12. Pande

    Sound Bugs

    I don't know about those issues but I have tons with regards to sounds dropping out, playing in wrong location, or being too loud. Sometimes when someone taunts for e.g. it plays on my location regardless of where they are in map. Other times doors stop making sound for entire game.
  13. I don't recognize some animations, is that really how jk2 moves are?
  14. I think you should try to ask the original author (I've forgotten his name now.. Chalcun I think?) about using the cantina, but if you do you should use mine as I optomized the bajeezus out of it and also made an exterior. It also uses custom textures instead of base.
  15. http://puu.sh/eIdmJ/7e5c55f750.jpg http://puu.sh/eIdon/79b3a373e5.jpg http://puu.sh/eIdq3/5a4dcb8a09.png
  16. Same folder, but NEW_TATOOINE is the actual map file. the old one is just there for backup purposes in case there's any brush work I want to move over. All textures are located in JKG_NEW_TATOOINE in Pertinent Files from JKG release assets.
  17. All my assets are available at request! Would love to see any use.
  18. There's nothing you can do about this short of converting it to a model and editing it in a modeling software, then exporting LoDs.
  19. NAB was a Noob. He meant spawnflags 4 or 6, 'lighted' only appears if you have DarthArth's (I believe correct me if I'm wrong) editor definition files. All it means is that the model receives lightmapping instead of vertex light. Spawnflags 4 does that and leaves the model nonsolid. Spawnflags 6 combines auto-solid and lighting.
  20. And for those interested in the tatooine props for your maps most of them are visible here: http://imgur.com/a/WpPUd
  21. Spaghetti I actually introduced DOTF on mb2 forums a while ago along with Tk (who scripted things in it) and received generally pretty good reviews but the map will not treat old computers too well, that's for sure. Layout wise its identical minus the catwalk is removed in mine, also the pillar fighting in the main hall would be completely different as there is actually areas of 100% cover now, lots of them. I toyed with the idea of getting around that by making the windows breakable, allowing you to go outside and flank either the other windows or all the way around to the hangar entrance, but that would be so campable its not even funny. Here are some photos: http://imgur.com/a/aq0pg http://imgur.com/a/StmYN
  22. Yeah I have Korriban but its Plasma and MaceCrusher's map and yes there are some missing ase assets unfortunately no idea where they went.
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