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Szico VII

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Everything posted by Szico VII

  1. Borked the sky shader Redownload at your earliest convenience. Hadnt even noticed it was gone till now lol. Should be a moon instead of just grey!!
  2. Released: http://jkhub.org/files/file/1315-blueice-nightfall/ Thanks to all who participated in development! Also, expect to see this on JKG soon!
  3. Version (v1.1)

    5,100 downloads

    BlueIce Nightfall Probably the map I am most proud of - it's been a long time coming, I just wish Id finished it several years ago when the community was still more active, but better late than never! Think of this as a sequel to BlueIce Twilight, its set in the same world after all but this is a more dense settlement, yet cozy and warm, away from the harsh weather of the world. http://www.youtube.com/watch?v=S1vPT9Bd3E4 SOURCE FILES INCLUDED. Bot Support: Yes New Textures: Yes New Shaders: Yes New Models: Yes New Sounds: Yes MAPPED BY Szico VII MSN: szicovii@gmail.com E-Mail: szicovii@gmail.com AIM: Szico VII http://www.jkhub.org BlueIce Nightfall (v1.1) ======================= New Textures: Yes New Sounds: Yes New Models: Yes New Scripts: Yes Bot Routing: Yes Gametypes: FFA, TFFA, Duel, Power Duel, CTF (All FULLY Supported) Brush Count (inc. ASE models and patches): 23,278 (~60,000) Entity Count: 2021 Active Build Time (vs. Total): 4months (3 years) Compile Time: 30mins ============================================================== Map Installation : Unzip the contents of the zip (BlueIce Nightfall.pk3)into your Jedi Academy/GameData/Base directory, and you're all set to go! REMOVE any previous versions of this map before you play. (EDITORS ONLY:) Source Files: Unzip the contents of BlueIce Nightfall Source v1.1.zip into your Jedi Academy/GameData/Base folder and add 'blueice_nightfall' to your shaderlist.txt ============================================================== // Features: // -Interactive Scripting. -External Lightmaps. -Q3map2 Bumpmapping. -Wardrobes to Narnia . -Interactive Environment. -Cogwheel Lifts. -Full support for FFA/TFFA/CTF/Duel/Powerduel. ========= -Credits- ========= RoboPhred - Scripting, constant testing and general advice. Silverwest - Original JK2 Firefly effect The developers of Medal of Honor: Allied Assault - For creating a great inspirational work (Verschneit) to base this map on. JKHub - For development support and file hosting! Filefront Forums - For development support. Harry Gregson-Williams for the audio track ("Lucy meets Mr. Tumnus" - The Lion the Witch and the Wardrobe OST) (All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.) BETA TESTERS: -------------- RoboPhred MuG MoonDog Azatha MadCatMkII Milamber NubSmoo Caelum MrWonko Known Bugs: ============ - Bots will very occasionally get stuck (they will however sort themselves out within 10seconds.) - Bots occasionally get crushed by the cogwheel lifts or doors. ==================================== Afterword: ==================================== Probably the map I am most proud of - it's been a long time coming, I just wish Id finished it several years ago when the community was still more active, but better late than never! Think of this as a sequel to BlueIce Twilight, its set in the same world after all but this is a more dense settlement, yet cozy and warm, away from the harsh weather of the world. I included source files in this map, because I basically thought,'What the hell, why not!' However I would appreciate, seeing as I've released the source materials out of good will - that people respect the guidelines below: -------------------------------------------------------------- IMPORTANT!!!! -------------------------------------------------------------- SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED! This includes: - Textures - Model textures/shaders - The Map itself (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. If you want to use any of these, ask me first! You can however, use freely, and without my permission: - Original models, but not the new skins/textures. - Shaders - Scripts
  4. Uhm...isnt that a hoax mod that stole everything in it from legitimate modders?
  5. ^^^^This. Just PM when you want me to come.
  6. New water shader required
  7. I need some people to help test the 3rd release candidate before it gets the green light. Please message me here if you are interested! Id need people to look for any bugs/glitches they find. Cheers!
  8. I confused do we need to sign up, is this with the FFA version?
  9. The box should dip as it flies away - gravity and all
  10. Agh my anti-fullscreen hate begins... Agh my anti-fullscreen hate begins...
  11. Q3E Minimiser 1.5.1 has always served me well...until JKG that is, who in their infinite wisdom blocked it from working :/
  12. Not that I want to start another radiant war. But no...just no. 1.4.0 FTW However if it does exist in one version of 1.5.0 deffo use it, thatll sort all the degenerate planes which are usually caused by misaligned vertices (as pande says)
  13. This is why the brush cleanup plugin for 1.4.0 is sorely missed in 1.5.0. Next time just load in 1.4.0, use bobtools brush cleanup, save, then return to 1.5.0
  14. apparently you didnt get all the pk3s.... extras.pk3 has all the system textures in it, you should find it else youll have no way to distinguish visually between caulk and real missing textures
  15. Just out of curiosity, if you load it in 1.4, save and compile from there do you still get the errors?
  16. Whats with all the shader not found errors then
  17. You shouldnt change the entity list halfway through an old map - use it on a new map and itll work fine! If you saved it then yeah...you cant reverse it. You could however just revert to the autosave.map or the mymapname.bak file from most recent compile (rename it to .map)
  18. Also, restoring the old .def file should fix all your issues if youve tried to edit an old map using the new entities! No need to do it manually ;o
  19. Also see readme - "Special note to non experienced moders of this file. If you want to mod the order of entities in this list on the actual file you can not change the order and go back to a map that used a different order and deleting them really messes up the old maps BAD!!"
  20. The file works fine - dont know what happened to you mug but the entity definitions dont change anything in the .map file. Unless you saved it with problems. Been using it for years - just reinstalled radiant and reinstalled this to check - works fine. Not a broken file, sorry!
  21. The limit is 32768. Thats why so many brushes have been converted into ASE models (to reduce brush count.) Some were converted for rotation and detail also but ...yeah. And patches arent counted under this limit unless you compile with -patchmeta I think... Problem with converting large brush work (like a building front as you say) is that ase models cant act as a structural brush, and of course need clipping/caulking instead (thus basically adding the brushes back in) so theres really no point with that kind of structure.
  22. Lightmap decals plz thx
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