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Everything posted by Acrobat
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hour long interview with BS and jk2 makers
Acrobat posted a topic in Jedi Knight General Discussions
http://www.gamespot.com/features/how-jedi-duels-inspired-a-cyberpunk-swordfighter-6407782/ -
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I'm personally sad to see Lucas Arts go. So many great titles from one company.
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http://www.nbcnews.com/technology/ingame/may-source-be-you-star-wars-jedi-knight-code-grabs-1C9213572 http://www.nbcnews.com/video/in-game/51434865/#51434865
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How will it keep times though? Will a trigger multiple work? ps again-I don't like the idea of taking out wall strafes though. That's a huge part of quake defrag and warsow racing that's very fun.
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Hey can you add a timer system that keeps stats for racing? I know a jk2 modder who could give you the code or whatever he did to make it in jk2. Basically, the system we have keeps stats of each map. The Mappers put a trigger multiple at the start (#1) and one at the end (#2) They timer is continually reset while they inside the start (trigger one overlapping the spawn) but when they leave the trigger, the timer begins. When they hit trigger two, it stops their time. ps- idk why u would want to get rid of wall strafing. I enjoy that part of racing.
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Also it wa too big o upload. That file front link will only last 1 or 2 days. admins- can u upload it to this site?
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Yes I scaled the boris maps (7 maps) The other 15 maps I made from stratch, and jk2 has same movement so should be fine. Is there any mod with a timer that can use trigger multiples?
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Jedi Academy... Is not a JK3, sequel announced?
Acrobat replied to RancorSNP's topic in Jedi Knight General Discussions
Ya sweet jk4. we need that -
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http://jkhub.org/files/file/1525-acrobatracingpackage/ It was over 60 megs so I had to link to a file. Let me know if the file submission works. It's 15 maps that I made, and 7 maps from Boris converted from quake3 with his permission. They are kinda designed for CPM physics, but nontheless will work for vq3 (base physics) People can screw around in them or if anyone has a mod set up for timers, I put a trigger multiple at beginning and end so the timers can be used by modders
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Version 1.0
346 downloads
Readme File: *************************** JEDI KNIGHT 2 and 3 *************************** Title : Acrobat Racing Package Author : Acrobat Contact email: acrobatmapping@live.com File Version: 1.0 Size: about 50 MB megs Completion date: 03/30/2013 ---------------------------------------------------------------- Description: I made 14 race maps from scratch. I also converted 6 boris maps from quake defrag with permission from Boris. These maps were made ideally for CPM\spinmod, but some of them may work OK for vq3 as well. The maps are: acrobat-redhallways, acrobat-redhallways2, acrobat-redhallways3, acrobat-greenhallways, acrobat-greenhallways2. acrobat-greenhallways3, Acrobat-Blackhallways, Acrobat-Blackhallways2, acrobat-metal, acrobat-bridges, acrobat-dash, acrobat-dash2, boris_daytime, boris_nighttime, boris_torture1, boris_torture2, boris_torture3, boris_torture4. Note there are trigger multiples are the start and end of each race course for modders to use. ---------------------------------------------------------------- Credits: The vast majority of the textures are ones I made from scratch in my previous maps. I converted the Boris maps from Quake III Defrag with permission from Boris. His maps can be found here: http://q3a.ath.cx/maps/?map=&au=BorisXIV Loda converted boris_daytime, and bk helped with spacing on that one. I used a skybox for map acrobat-yellowrace2 called DarkLand that is avaialble for use at this website: http://www.redsorceress.com/skybox.html Loda and BK made the basic spacing the strafe pads distancing, although I modified it, and they made the "crete" textures." The texture called "atl_wood" is Szico's Atlantica (got permission) http://szicovii.com www.map-force.net Thanks to beta testers: Vrael, Kairos, Boy, Catz ---------------------------------------------------------------- Physics notes: Some of the maps have yslaramis. If modders are around they can remap as follows. In addition, if modders want to ad vertical overbounces (easybounce in twimod) they can do as follows: Remapping the Ysalamiri: { "classname" "trigger_always" "targetShaderName" "powerups/ysalimarishell" "targetShaderNewName" "clear" } EasyBounce: In "bg_pmove.c" at the bottom of "static void PM_CrashLand( void ) {" add: //[boy] - Bounce! if ( easyBounce.integer == 1 || (easyBounce.integer == 2 && pm->ps->fd.forceJumpZStart > pm->ps->origin[2]) ) { vec3_t velocity; float speed; VectorCopy(pm->ps->velocity, velocity); velocity[2] = 0; speed = VectorLength(velocity); if ( speed < 1 ) { //Nearly 0 speed... pm->ps->velocity[2] = -vel; } } //[/boy] - Bounce! As for the trigger_multiples for timers, I tried to make sure trigger #1 was at start and trigger #2 was at the end. There are a few exceptions in this map pack though which are as follows: Acrobat-greenhallways (#2 and #1) boris_torture (#10 and #11) ---------------------------------------------------------------- Map Information: New Textures: yes New Music: No New sounds: No New Models: No Game types are ffa, duel ---------------------------------------------------------------- Compile Information bsp_q3map2/q3map2: (final) BSP -meta -notjunc, -vis, -light -fast -samples 2 -lomem ---------------------------------------------------------------- General Worldspawn Information _lightmapscale 1 _blocksize 0 _chopsize 0 ambient 17 distancecull 131048 ---------------------------------------------------------------- Bugs-Darkland skybox didn't line up right. Small areas not caulked on redhallways and metal ---------------------------------------------------------------- * How to install * Just put the pk3 files into your in your GameData\base game directory -
a map with only ambient will just be like fullbright though. In defrag maps, they have some manner of making it random\simulating some shadows.
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How can I light a map without using entity lights or shader lights and yet not using fullbright? i've seen defrag using some sort of dirty command or something like that to simulate shadows, and it looks way better than fullbright and nearly as good as lights.
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Anyone know the maximum size a step can be, and have it still work? 8 grids? 16? 32? Also I imagine if I made a patch mesh and curve it around with the stairs, then I could make them spiral with more steep steps, but I'm not sure how to make a patch mesh into a spiral staircase cover?
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what does r_fastsky have to do with cameras?
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I'm not sure how you differentiate jk2 and jk3 maps on this site.
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This is the shader I use in jk2 on the screen
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Well in jk2 it's a shader. I'm on my mac right now so can't post, but I'll post if people think I could alter the shader to make it work for both somehow.
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Is it possible to make it work for jka, but still have it work for jk2 though?
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Ah that makes sense. ya i did the 44100 hz stereo