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Apprentice

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Everything posted by Apprentice

  1. I would definitely use patch meshes for this and keep them .25 from the main brush . . .
  2. Do you have custom maps installed in your Jedi Academy\Base folder ??
  3. Another cause would be that the editor image has a different dimension than the actual texture itself . . .
  4. Sure, the Aurelia was always ment as an RP map rather then a 'normal' deathmatch map . . . That depends on what you feel is necessary for your map. For years, I have mapped for a different game (and even made a map especially for an RP modification) and the demands there are/were different then what JA's RP segment will or do need. My maps have never featured an over-abundance of interactivity. I rather spend more time implementing all kinds of detail and diverse environments throughout the map and let people's imagination take over where I left. Take a look at some of my screenshots or take a stroll through my Aurelia map for some idea's and inspiration.
  5. I know! What GFX card did you have ?? I had to revert back to my old P2 with a Voodoo 3 card and tried some mapping on it. Never ... ever ... try ... that !! Though, I have to say that it worked faster then my old Geforce 256 card . . . :/ That's OK. Just give us a holler and we'll make a full compile for your map . . .
  6. I miss the Battlestar Aurelia map, which combines some major sci-fi themes . . .
  7. I feel your pain, I've mapped some portions of my Aurelia map on an old Pentium 4 with Windows XP, so more then 3 GB wasn't used either. Perhaps I can help you out with the compiling, since I have an I7 CPU with more then enough RAM installed . . .
  8. What for rig do you have then ??
  9. Neither have I. It does what it needs to do and nothing more, though I have to say that I prefer the 1.2 version over the 1.4 version . . . So when can we expect MoondogRadiant 1.0 ?? B) B)
  10. I don't get it. People here are trying to help him and he's still 'enlisting' the help of other people here . . .
  11. I question its legality . . .
  12. Perhaps someday it will be added to OpenJK . . .
  13. Indeed they are. Only thing is that this mapper unfortunately doesn't have the time to commit himself to an extensive project such as this . . .
  14. No, unless they have been ported to JK2/JK3. Elite Force uses a different BSP version . . .
  15. That works but I was wondering if I could get the same result by scripting . . .
  16. Don't know how but after resetting everything again, it works now. Only problem that I have that the sound is being played everytime I hit the trigger. Is there a way to play the sound only when the doors move ??
  17. Again ?? --> http://www.kotor-galaxies.proboards.com/
  18. It was installed with GTK Radiant (1.4) . . .
  19. Sure would've been nice if it didn't hang on the required update thing . . .
  20. This is the working script: affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "drota1" ) { rotate ( < 0.000 -90.000 0.000 >, 2500.000 ); } dowait ( "drota1" ); } This is when I try to add sound: affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "drota1" ) { sound ( /*@CHANNELS*/ Include Error!!!, "sound/aurelia/holodeck_door.mp3" ); rotate ( < 0.000 -90.000 0.000 >, 2500.000 ); } dowait ( "drota1" ); }
  21. Doesn't compile either, same error message . . .
  22. That unfortunately gives an error message when I compile the script:
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