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Everything posted by Acrobat
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The Great Palace (FFA/TFFA/CTF) Multimap [6 Maps in 1]
Acrobat commented on Westbam's file in Mixed Gametypes
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My concepts for a Jedi Outcast remake
Acrobat replied to JungleGoutte01's topic in Jedi Knight General Discussions
they needed to make the NF dueling more complex. Think like Tekken 7. Lots of combos, complexity etc. that would be the ideal -
- 14 comments
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- team support
- custom sounds
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alternative to yavin skybox? anyone know where one exists or is for sale. I like the Giant red moon of the default yavin skybox but I just don't like seeing same thing over and over.
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Are these 4K textures worth it vs base textures? https://www.nexusmods.com/starwarsjediknightjediacademy/mods/6 Or is the upscaling or AI upscaling just making the file bigger without adding anything or making it worth while I would assume?
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Version 1.21
3,173 downloads
This is loosely based on the academy version 3 by Virtue. Has dueling areas and some climbing areas. Updates are as follows. This map works for both jk3 and jk2. I'm releasing it for jk3, but if you put this version in jk2 it is 100% compatible. Hopefully jkhub can put under both games. Version 1.01 updates -added bar -tried to fix missing textures, misaligned textures, errors people found -added Yoda statue -partially updated academy room Version 1.02 updates -added extensive temple walls in large outdoors area -updated bar -made the academy temple scalable with Millennium falcon at top -added water and waterfalls with cave over the temple Version 1.03 updates -Added yavin ship hanger -tried to connect duel rooms area to rest of map -added elf base -updated bar some -tarp over falcon -added detail to some of the hallways Version 1.04 updates -added to elf base -added rooms to duel rooms -added Taspir dueling pad and mountains around it -expanded the stuff around the main temple -fixed Yoda statue and bugs Version 1.05 updates -expanded large outside area -fixed areas you can fall through base -added announcement board\updated elf base Version 1.06 updates -fixed (i think) the interference map was causing with some base textures -made the three mountains significantly higher -added library -added duel room -bug fixes -tried to add boat area although they aren't showing up unless one is in the void looking at them for some reason. Version 1.07 updates -worked on outside terrain -added beta thermal detonator room -mainly worked on redoing mountain climbs Version 1.08 updates -added more sewers -got boats working -added new large outside area -updated upstairs duel room -fixed errors Version 1.09 -worked on last versions large outdoor area -added another large outdoor area with a 4th mountain climb for the map Version 1.10 -added H-mountain -added outdoor area -added new route to council room -expanded elf base some Version 1.11 -added I-Mountain -added new associated outside area with massive temple Version 1.12 -bug fixed -added new maze mountain part 2 area. unfortunately it is so massive that it's not actually done but I have a good start worth playing Version 1.13 -finished maze mountain part 2, which was adding about 5000 more brushes -added 3rd elf base Version 1.14 -modified maze mountain further -added strafe pads -added distance jump pads -added roll pads room -added giant jump room -starting to get ERROR MAX_MAP_DRAW_SURFS (131072) exceeded so I had to merge some of my trisoups to get it to compile Version 1.15 -added some random step to get out of areas -finished the mountain finally -added new corridors to main room -replaced all the trigger_teleporters to get rid of cl_incline error when run it on jkmv (jk2) Version 1.16 -Mostly bug fixes. Hopefully fixed the missing statue issue -added two new jump challenges asa well -hope this will be final version of the map. Version 1.17 -mostly bug fixes people found -fixed maze mountain exploits people have found so far -added new jump room ---------------------------------------------------------------- Credits: as above. Borrowed textures and grill from Reyor-Wan Semaj's DextersDiner 2003 map. This is a link to the 2003 readme from dextersdiner https://mrwonko.de/jk3files/Jedi Outcast/Maps/Free For All/15496/ Used Szico's model reference guide https://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/ Borrowed texture of jedi's home flag Borrowed textures from ffa_tmbj Map Information: New Textures: yes New Music: yes New sounds: yes New Models: yes Game types are ffa, duel ---------------------------------------------------------------- Compile Information basic compile ---------------------------------------------------------------- Worldspawn Information _lightmapscale 5 ambient 8 _distancecull 16384 _chopsize 0 _blocksize 0 ---------------------------------------------------------------- Bugs: 1) You may need to run com_hunkmegs 256 or 512 on this map as it's getting large. 2) If you play the map in jk2 you may need the developer version of JKMV rather than the official release so that it does not hit max shaders issue and other max issues 3) in main room you can see a corridor through skybox. Not sure how to fix this. You can also see the boats randomly through many skyboxes ---------------------------------------------------------------- * How to install * Just put the Faru.pk3 in your GameData\base game directory ------------------------------------------------------------------ THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.- 7 comments
- 6 reviews
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- jkhub exclusive
- climbing map
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ok so I recently had a problem with jka functioning after I downloaded some conversion mod from this site. Then I couldn't uninstall or install either...from the CD regardless, someone suggested I just download it from GOG which I did. things are working....but. I'm having the issue where a lot of the common shaders are failing namely: system/physics_clip, system/clipmodel_nodraw, the default sky.tga file is not displaying, system/skip, system/caulk, system/trigger, system/areaportal. I believe the custom shaders and such I have in gamedata\base\shaders are working fine other than the sky.tga is failing to load in radiant. where does netradiant get its image to display for caulk? Because I can't even get basic caulk to display in netradiant? Also -> I noticed caulk it has white dotted line around caulk so it seems to recognize it as a shader. It's just not displaying an image for it in netradiant? does the new netradiant lack images for stuff like area portal, caulk, skip, sky.tga, trigger etc?
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I don't think it's letting me submit a map because it keeps saying Your content will need to be approved by a moderator. Maybe it's working and it's not apparent?
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- 3 comments
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- contains cosmetic changes
- star wars related
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Ok this map is great. I tries the academy the "bottomless pit" area. explain this area to me. I trigger multiple activates the FXRunner blue lazers. Then you have a second trigger that opens the ceiling and let's in the skybox. However, how did you make it dark and remove the lightmap? I usually play jk2 so I'm not familiar with this. Wondering how to do it in jka, and I'm also wondering if I could get that to work in jk2.
- 12 comments
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- Roleplaying
- Containing NPCs
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Does shearing still exist? I can't seem to make it work in netradiant but it's probably there. It's one of my more common techniques I like to use. https://icculus.org/gtkradiant/documentation/q3radiant_manual/appndx/sskey_dl.htm
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- 23 comments
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- Containing NPCs
- JKHub Exclusive
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(and 2 more)
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- 4 comments
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- city
- roleplaying
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(and 1 more)
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- 5 comments
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- contest entry
- star wars related
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Ok I just tried this map. I liked the dojo with the sabers on the wall. I also like the green and blue checkered carpet. One thing that confused me is how you overlayered the blue carpet circle design onto the green carpet. I guess you could do it with the brush itself rather than with the textures? it would just very strange\interesting design there.
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