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Posts posted by Apprentice
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I would definitely use patch meshes for this and keep them .25 from the main brush . . .
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Do you have custom maps installed in your Jedi Academy\Base folder ??I looked through the shaders but i didnt see that perticular line or anything similar.
One of the textures is imperial/siding1 if that helps.
I can't figure it out.
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Another cause would be that the editor image has a different dimension than the actual texture itself . . .
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Sure, the Aurelia was always ment as an RP map rather then a 'normal' deathmatch map . . .Should I add that to the list? and btw do you not have jka or something or do you just miss playing it with others? I don't understand.
more jka downloads here: http://jkgalaxy.boards.net/thread/7/new-jka-downloads
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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.I realize that levels can contain both of the following, but that isn't the point of the question. As a roleplayer, if you had to choose between a level that had a large degree of interactivity with scripts and entities, or a map that is packed with detail and has diverse environments which would it be? Which way does the scale slide in your opinion as roleplayers? Why?
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Try using GTK Radiant with 512MB and a 1.1ghz pentium III and Win 2k. Its amazing!
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 would be awesome! but I will probably worry about titanic after the first of the years + I have to move in February. So atm I am trying to finish arrevanous and my skins.
!
That's OK. Just give us a holler and we'll make a full compile for your map . . .
AngelModder likes this -
I miss the Battlestar Aurelia map, which combines some major sci-fi themes . . .
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I use a acer 5742 laptop with 4 gigs ram crap graphics and i3 processor. Myd esktop is a old pentium 4 so its not much better since it only has 3 gigs ram... Only plus side to it is it wont overheat like the laptop will XD! But it downright wont compile anything! XD LOL
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 . . .
AngelModder likes this -
believe me if I had a top line pc it could do a full normal lightmap but sadly my pc can not do it.
What for rig do you have then ??
AngelModder likes this -
I don't understand why GTKradiant is "bad" editor
:wacko: I have no problems with it
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 . . .
No light preview, no prefab leveling, no layering, no animation preview, no alt drag, no Rot-z bind, no hide unselected, the Maya style free rotation gizmo is only in 1.5.0, glitchy floating windows mode for trying to design on multiple screens, no path spline preview, limited texture browsing convenience(there is none), no auto-caulk feature for bad faces, no terrain meshes, glitchy selection on complex or thickened patches, no control+alt+rclick or cntrl+alt+middlemouse for easy entity clone, no drop entities to floor, no drop vertices to surface, glitchy save as prefab, retarded counter-productive camera scheme for navigation.
So when can we expect MoondogRadiant 1.0 ?? B) B)
Omicron likes this -
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He has requested me to help via PM, ...
I don't get it. People here are trying to help him and he's still 'enlisting' the help of other people here . . .
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I did simple conversion of all 99 maps
Some of them work, some don't
Needs Elite Force pak files to work
https://docs.google.com/file/d/0B9KLDU9LEqWgR3BVR2xsX0VPeDQ/edit
Installation:
- Place the downloaded Star-Trek-EF.pk3 in base/ folder
- Copy pak0, pak1, pak2 and pak3 files from Elite force into JKA base/ folder
- Rename files:
pak0.pk3 -> AApak0.pk3
pak1.pk3 -> AApak1.pk3
pak2.pk3 -> AApak2.pk3
pak3.pk3 -> AApak3.pk3
If you don't rename the pak files they will overwrite your jedi academy mods
I question its legality . . .
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Problem is, the turbolifts wouldn't work so well with JKA...
. No floor select....although I do believe it is possible in some way...
Perhaps someday it will be added to OpenJK . . .
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I'm surprised that no mapper has stepped forward. There are quite a few active mappers right now.
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 . . .
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No, unless they have been ported to JK2/JK3. Elite Force uses a different BSP version . . .
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You mean if you spam the trigger button while the doors are already moving?
If so, you could use the key "wait" on the door, in GTKradiant and set it to the equal amount of milliseconds that the door is moving. This will unable you to press the trigger until the door has stopped moving.
That works but I was wondering if I could get the same result by scripting . . .
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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 ??
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Again ?? --> http://www.kotor-galaxies.proboards.com/
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It was installed with GTK Radiant (1.4) . . .
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Sure would've been nice if it didn't hang on the required update thing . . .
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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" ); }
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A syntax error, that's odd. Try changing the extension to .wav and see if it will compile like that.
Doesn't compile either, same error message . . .
Mirrored Planes
in General Modding Discussions
Posted
The LCARS texture on the far left of the image is a patchmesh which is situated 0.25 units in front of the brush behind. Polygonoffset doesn't work on all occasions.