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Posts posted by Pande
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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...
Bek likes this -
I think you can spare a few more tris on that should piece, lookin a bit blocky.
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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
Noodle likes this -
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.
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See there is my issue. I normally test maps using the devmap command BEFORE packing. However when I run the level in devmap, with just info_player_duel, it gives me the "no spawnpoint on map error"
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
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If anyone can give me a tut on how to set up a duel map i'll gladly finalize and release.
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.
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Kiwi IRC is a great tool for this.
super easy for users to create a name and join the irc channel, regular irc users can easily use their own client too
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Sound Bugs
in OpenJK
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.
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I don't recognize some animations, is that really how jk2 moves are?
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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.
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The .map (or at least a version of it) is present in: JKG/Map development files + Extras/Maps/Tatooine/OLD_Mos_Eisley.map. That said, many of the texture assets seem to be absent. The associated shader too. We have a version of Mos Eisley developed for MBII with a very incomplete Cantina that seems to be a doppleganger of this layout/design. I'm guessing the same mapper was involved. Either way, releasing the assets would be a huge boon to the development of our version.
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.
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Both. Anything baked into the map
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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.
Langerd likes this -
And for those interested in the tatooine props for your maps most of them are visible here:
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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:
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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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Darth Reborn et al: Make sure you are using Gtk Radiant 1.5
These maps will not load in 1.4 or 1.6 (Zero Radiant, Dark Radiant)
And yep PM me for crediting issues if needed.
I do, hereby, grant you all permissions to use my content however you wish, I appreciate credit. I do not want to see blatant 'passing it off as yours' of course but even if the majority of your map is constructed in my assets but in a different layout, I don't care. Tbh, the one thing I've learned from mapping (or not learned, hehe) is that layout is 80% of the map and the subsequent skill of the creator. If the map layout sucks, whatever amazing brushwork and texture work you do after it is for nought. Took way too long to figure that one out. So, if you take my crappy layouts and turn it into something amazing, all the more power to you. And, please let me know as I'd like to play it.
A note for those totally out of the loop and interested in the map assets:
There are a LOT of tatooine map assets that are like building blocks. You can make entire cities out of it. In fact, a Makermod port would be neat and I was planning something like that using JKG GLua /place commands.
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This isn't actually new, they've been online for ages, but I've gone through and cleaned up a bit + actually sharing the link properly, and not privately.:
https://drive.google.com/folderview?id=0ByE8w9wVLZXbaF8tU1Jfbjl2bEk&usp=sharing
Highlights include:
Coruscant and Tatooine map assets
Various .blend, .max, and some lightwave files which contain either existing sources or WIP projects that could be used as bases for finished work. LOTS of weapons (check out Misc. Unused -> Unfinished Weapons)
All the different player model related work done throughout the years.
Tons of reference images
Various tools
Not JKG but included:
FFA2 Korriban remake, Dotf remake, and Bespin FFA remake map assets
And probably lots of little tidbits I'm forgetting about.
There is certainly lots here to be used if desired. Please just blanket reference 'JKG Team' if you are unsure who made the original files, as a lot of that is unknown now for the older files. You can also shoot me a PM if you have any questions.
I don't have time anymore to work on the things that are so close to releasing.
I have some personal 'I would like to see' requests:
T21, EE3, and Jawa gun. These are .blend files in the _GET INGAME folder. The last two are modeled by Psycho. All are textured optomized and unwrapped by myself.
The cute little DRK droid.
Its also my avatar
Coruscant and Tatooine. These are gigantic projects with lots of content but sadly suffered from layout issues that resulted in me rebuilding the maps tons of times. There's tons of assets here that I suggest are ripped apart for the creation of smaller, more thoughout map designs. Or you can finish them as is. I don't really care to see them out in my own 'ideal', I just would like to see the models, textures, and complex brush/patch work reused if possible in other peoples projects. That would make me happy.
DOTF. That thing is like 95% complete. It is my most beautiful and efficient map. Do what you like with it, maybe someone can get it finished for MB2 (its intended home).
Final note: This thread is to discuss the content and ask questions, if any. Not to discuss the legacy, history, or contentions of JKG. There is another thread for that.
Need Help Getting a Model from Blender in As A Map Object for GTK
in Modding Assistance
Posted
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.