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Everything posted by Szico VII
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Well the external method works on patches (when using nodlight ) but not brushes - if that could be fixed its be a solution that allows high-res maps whilst retaining compatibility.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Szico VII replied to Archangel35757's topic in WIPs, Teasers & Releases
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How is it limited to 128x128 when the source is now open and moddable? I thought anything was possible ;D That was the request. Can high-res external lightmaps be implemented? Hell, even internal ones if that's easier. Of course if there's a plan for a dynamic lighting system I guess its irrelevant...
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I think it was a rhetorical question
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Okay, Radiant 1.6 is really pissing me off now. 1.4 could easily drag thousands of brushes but 1.6 is crashing every fucking time I try to move a relatively complex (but single) large room. ARGH.
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I remember back when I was doing a mapping project I would have to switch from 1.5 to 1.4 just to use one feature, though I don't remember what the feature was or anything beyond that
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The obj exporter is pointless for me as it wont export patches. Just export to ase and do an ase>obj convert.Is better.
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Link is dead - anyone got another? Wayback archive only partially works for me
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I'll put up a tutorial for the water and stuff when the map is done if people would like?
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I think that shot is actually showcasing the 1024 texture workaround as I remember him making that map. And I know eez, but import has never worked for me with high res exports.
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I already posted the link to how that is achieved - Ill post i again: http://sgq3-mapping....l-lightmap.html I'll also say again that that method has severe drawbacks,in JKA at least. 1) Has to be used on a patch, doesn't work on brushes. 2) Needs to have surfaceparm nodlight, which makes it look odd. Why? no idea.
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http://youtu.be/USoX7SHJZds In Action.
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Its a rather convoluted setup combining alpha fade, environment maps and various tcmod/turb options plus a few others on the floor underneath (combined with some radiant brushwork/patch tricks)- spent a few hours making it look right with the water. Glad that's done. Its not perfect but its pretty good now I think! New pics: And now I have to kill you all.
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http://109.200.20.132/~builds/ Yeah...I couldnt find them from the github repository - @@eezstreet had to link me.
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I did, I downloaded the newest ones to replace the original ones I had from a coupla weeks ago. Same crash. Its odd as it was working fine and now it crashes every time with all the binaries. Cant work it out. Normal jamp and jasp.exe work with no issues. EDIT: Looks a rogue jpeg image saved as progressive instead of standard was causing the issue. Interestingly it was an editor only texture and is never loaded ingame,
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This has been working perfectly (not SP, SP has always crashed on map load for me) However, today I loaded up OpenJK as usual, and it just crashes on the bootup screen. The only log that appears is this. Ive tried re-downloading the binaries but same issue. Any ideas? Problem Event Name: BEX Application Name: openjk.x86.exe Application Version: 1.0.0.0 Application Timestamp: 51886065 Fault Module Name: StackHash_0a9e Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Offset: 00436e30 Exception Code: c0000005 Exception Data: 00000008 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409 If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt
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I've never managed to get import to work, alas.
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a) I dont understand that link. The -export function will output external lightmaps but JKA doesn't use them. B) Why use external lightmaps if they remain the same size as JKA? I thought it was obvious that the use of external lightmaps was precisely so you could have higher resolutions. c) I have used these methods to produce external 1024x1024 lightmaps but as mentioned before, there are serious limitations! Also, none of the links on that page work! http://sgq3-mapping.blogspot.co.uk/2009/01/using-hi-resolution-external-lightmap.html
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@@Raz0r - Not really. The only way I've gotten external lightmaps to work is with faking it via shaders, and even then it only works on patches and you have to use nodlight (so no saber glows, weapon bullet glows) - its very hacky.
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- 15 comments
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- .Map Source File Included
- Containing NPCs
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JA won't open after map installation.
Szico VII replied to nwc333's topic in Jedi Knight Tech Support
Local game in MP is again, not SP. Netcode has no place in SP, that's inherent in the name SP - "single-player" Anyway, the point is - in SP, if that's netcode causing the error, it is silly as there are by definition, no network features in single-player. -
JA won't open after map installation.
Szico VII replied to nwc333's topic in Jedi Knight Tech Support
Why SP needs netcode at all is beyond me - it my mind, that makes any netcode limits entirely arbitrary. -
JA won't open after map installation.
Szico VII replied to nwc333's topic in Jedi Knight Tech Support
How is this not arbitrary in a single-player campaign? (Which works in MP, how ironic) -
Small update to water:
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JA won't open after map installation.
Szico VII replied to nwc333's topic in Jedi Knight Tech Support
I dont understand why those limits even exist, some of them just seem arbitrary to me. -
There'd be a load of limits that'd be good to raise; MAX_MAP_VERTS, MAX_MAP_BRUSHES, MAX_EDGE_LINES. Also, implementing proper external lightmaps (instead of those baked into the BSP would be epic.. @@eezstreet is this a possibility?
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Version (v1.02)
8,111 downloads
This is a simple fixed version of Atlantica to prevent Single-Player mode from crashing. The shader directives have also been modified to make it compatible with OpenJK. This completely replaces the old pk3 files, so remove those from base and replace with the ones in this file. It also contains the 1.02 source files. Atlantica (V1.02) ======================= New Textures: Yes New Sounds: Yes New Models: Yes New Scripts: Yes Bot Routing: Yes Gametypes: FFA, TFFA Brush Count: 28,280 + ~15,000 in ASE Models Entity Count: 3528 Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.) Compile Time: 5 Minutes. Changelog (1.02): -------- - Fixed shader syntax which caused textures to load incorrectly in OpenJK. - Amended licensing information to make it clear that others cannot upload this file to sites without my consent. Changelog (1.01): -------- - Fixed extended script names which caused SP mode to crash. Features: -------- - Doc Ock Style fusion generator - Passcoded council/admin doors (using switches where a numerical value can be inputted) - Destructable environments, trees/lamps.e.t.c - You can then fix some of these using toolkits (televisions for example) and other items you can pick up. - You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges. - Virtual reality training for sneaking as a challenge. - Elevators with selectable floors. - Interactive NPC's that walk around and speak to each other. - Lots of cupboards/doors openable by force powers - Lamps can be pulled down, crates can be force utilised. - Healing bacta tanks. - Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP. - A few others, secret areas/switch hunt and stuff. ============================================================ Map Installation : Extract the contents of the .zip (Atlantica_v1.01.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! ============================================================ IMPORTANT INFO FOR SERVER HOSTERS: ------------------------------------- THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically) ////////////////////////////////////// //==================================// //NOTES ON THE MAP: IMPORTANT!!!!! // //==================================// ////////////////////////////////////// SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD ============================================= Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials. The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise. ATLANTICA_RPG ============== This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting. This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map! ATLANTICA ========= This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead. ========== Known Bugs ========== - In the long staircase with the rocky walls and the view of the ocean, you can see a small glimpse of another section of the map when looking upwards out of the window. - If you die/disconnect when participating in the Stealth VR training sessions the scripting system which governs these minigames will break and the map may need to be restarted. Of course, there's no way to die in here unless you kill yourself, so this is a very simple bug to avoid. Server admins can teleport/noclip into a broken VR training room and complete/fail the training to restart the scripts without needing a map restart. - The elevator consoles can get out of sync with the elevator itself, but it was either this or make the consoles crush through the player, which isn't desireable. They will always fall back in sync, and only go out of sync rarely when blocked by the player. ========== CREDITS ========== - RoboPhread, Lugormod coder and the biggest inspiration for the extra scripting I did in this map. He's the brains behind most of the really cool stuff, like the keycode doors and the passworded room. Without you Robo, this map wouldn't be what it is today. I'm sure you'll be unimpressed by my extensive use of unnecessary target_scriptrunners, the position of the lift and my less-than-liberal use of parms, but the job got done in the end Thank you so much! - Xa'o Zalei for helping with the design, concept work and theme progression throughout the development of this project! I orignally wanted to blow you up with my Death Star for 'persuading' me into making this map for you, but in the end it was a fantastic experience for me, and you know that this map would also not exist without your tireless input and contribution. Thanks! - ::JEDI:: logo created by Jared Quell and Ctathos Ederoi, textured by Jared Quell - ::JEDI:: Video and Space Simulation video by Shimi Zaki - Original Skybox created by Caboosium. - NAB622/Lassev for other contributions to script debugging. - HOUHOU - Teleporter effect based on FFVII's Cure magic. Beta Testers ------------- Szico VII Xa'o Zalei Caboosium (G-Jay) Azenin Tulak Hord vmandrake Master Ryan Aayla Madcatmach2 MrSwishy Nozyspy Killerx20 Isla Kamamee Maverick SapientWisp NaiSmith Darth Parrot SMoKE JimmyJimmy CarolRady Juggernut Ctathos Averus Retruthan ========== Clan Notes ========== WRITTEN BY: Xa'o Zalei MSN/E-Mail: catsmeow17@msn.com X-Fire: xaodarkhaven I would like to personally thank Szico VII for all of his help the past year and a bit making this map. He is a stand up guy and a wonderful person. I asked him way back if he would make a small map on a small star Wars planet and it turned into one of the best maps I have ever seen for JKA. So for that, thank you for everything Szico. You are amazing. ------------------------------------------------------------------------------ IMPORTANT!!!! ------------------------------------------------------------------------------- Made for ::JEDI:: www.jediholo.net NO ELEMENTS OF THIS MAP CAN BE EDITED/RIPPED! SOURCE FILES CAN BE DOWNLOADED SEPERATELY! (You can however use them for learning purposes, or get my permission if you want to publish edited files. I have nothing against you editing these files for your own progress, but releasing wihtout my consent will result in certain death lol!) If you want to use any of these, ask me first! =========================================================== 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 LICENSERS. =========================================================== ~Szico VII~- 15 comments
- 11 reviews
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- .Map Source File Included
- Containing NPCs
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