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Posts posted by OCD2
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2 hours ago, NAB622 said:
Make a copy of the .bak file to somewhere safe, then rename it to .map. Load it and see what you get.
It also "loads" a new unnamed project.
Luckily, autosave had a portion of the map still saved so I learned my lesson about backing up my files, and can rebuild from there. -
57 minutes ago, mrwonko said:
This is also a good opportunity to start making backups. As a coder, I tend to store my data using Git, which gives me a history of every change I've committed so I can go back if something breaks or I don't like a change I made. It also allows me to mirror my data to an offsite server like Github, in case I lose my local data (drive failure, ransomware, file corruption, etc.). It's not ideal for storing large assets like textures and models, but it works. Other solutions might work better for you, but I recommend finding a way to store a history of your changes in the cloud.
Yes, I suspected that this was a sign that I need to back up any projects from now on, it was frustrating to lose the work.
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10 hours ago, NAB622 said:
Is there still a .bak file in the same folder as the .map? If so, copy it for safekeeping immediately. It can be used.
Also, check autosave.map.
If neither of those work - what is the size of your .map file?
There is a .bak file, though I do not know how it is useful (aka im educated yet on what a .bak file does), could you please explain?
Autosave did have an earlier build of the map, so not everything was lost.
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As stated in the title, I just lost my map, due to windows 10 crashing during a test compile.
Trying to open the map file just causes gtkradiant to open a blank unnamed project.
The previous bsp file is corrupt, I attempt to devmap the file and it prompted something to the effect that it needs version 1 (or 0).
Have I lost all that work permanently? Is there any way to recover ?
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You're really making a lot of progress.
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Pictures are not loading.
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1 hour ago, ShadowKoopa7 said:
I will definitely look into your tutorials. What software do I need to make maps? I would like to start mapping as it seems easier to do than some other things.
Gtkradiant.
There is a whole mapping section of the forum, and a tutorial section.
Its fairly easy to get the basics and have a working map quickly - just expect it to take some practice until you can achieve a quality looking (and playing) map.
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1 hour ago, NAB622 said:
Press J a few times.
Looking at the gtkradiant shortcut manual, I do not see "J" as a shortcut key - and I did check it before initially posting this thread.
Is there a more comprehensive list of functions for the editor that are not shown in the manual?
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Just now, NAB622 said:
Press J a few times.
Thank you, that was fast help!
NAB622 likes this -
It still shows the selected brush in the 2d views, though as stated in the thread title, GTK radiant is not showing my selected brush highlighted in red in 3d view as it has been since beginning mapping.
Did I accidentally hit a hotkey to turn off showing selected brush? Is my gtkradiant bugged?
What did I do? -
On 9/7/2020 at 4:02 AM, SomaZ said:
You put all the brushwork into func_statics? Can you show us the topology of your hallways? It's hard to find a solution from just a few ingame screenshots and a desciption.
I'm a newer mapper, only having used gtkradiant for about two months.
I've read the gtkradiant manual, the shader manual, dabbled with scripting (and shaders), followed tutorials, and looked around at other gtk mapping communities to try and learn as much as possible.
I'm still learning, and have a ton of questions, so some of my questions may be rudimentary, or unclear because I have not committed all of the terminology to memory just yet.
Looking at my initial post, it is quite a vague blanket question - I suppose I was hoping there was a common reason for light "leaking" through a door. I'll try to provide more detailed information later.
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4 hours ago, SomaZ said:
Are you using misc_models for the geometry? Try spawnflag 4 on those models and recompile the map.
I am not, it is all brushwork or patches.
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Hello there.
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22 hours ago, Ramikad said:
From the image, it seems the walls are vertex lit. I don't know what could be causing that exactly - are you sure the shader doesn't tell the compiler to only do vertex illumination / phong?
I do not think so - the rest of the corridor (s) are using the same light shader, and are not presenting the same light issue.
I will have to check to be certain - what would the text be to use vertex shading in the shader file?
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Im working on a cave/corridor templates for a map, and im having issues with light near one room in the map.
The doorways leading out of that one room show light beaming out of the doorway corners and across the nearby corridor walls. It seems to beam out from the bottom corners of the door, up and across the wall.
Is there a common cause for light "leaking" out of doors? The other rooms in the map do not have this issue. Did I perhaps build the doorway sub-optimally? Would light entities cause this to happen - too many in a room, or too bright perhaps?
Its been boggling me for a good while, and now im nearing the stage where I want to lock down the template for my connecting corridors and would like to get this light issue fixed before proceeding.
Any help appreciated!
https://jkhub.org/albums/KlwXYzT
The top image shows the issue, the other two images are in the same corridor to show that the lighting issue is specific to the on problematic door.
PS please disregard the poor bevel construction of the hallway, its one of 5 corridor templates, and not one in the running for final!
DarthValeria likes this -
It would be an .md3.
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8 hours ago, RepJunkieJr said:
What format you need it in?
Hello there!
Ill have to check, what I'm hoping for is to replace the datapad model that is used in siege maps.
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Hello,
Would like to ask if someone could make a camtono model. (From Empire Strikes Back, and also the Mandalorian)
Intend to use for siege maps where the objective is to pick up the camtono and deliver it to a checkpoint.
https://jkhub.org/albums/pQ15uHu
DarthValeria likes this -
I made a trigger once, with the proper facing and player use button ticked and a usetime of 5000, which targets a target_activate, which then targets a funcdoor that is ticked to inactive and set with its proper open angle.
In game, the button displays the player use icon when you face the button, but you cannot press/hack the button - nothing happens, the player does not animate pressing the button or move in any way.
What could I have done wrong?Edit: I did not know the trigger had to be large enough to fit the character, problem solved.
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Hello,
When making a siege map, what are the keys for setting the time it takes to complete the hack?
Edit: found it in the entity menu, was looking for the key "usetime". -
17 minutes ago, RASAS said:
is there a way to maximize the openjk sp screen ?
I believe there is an option in the video settings that says full screen (off) - click that to on and then click the apply button.
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Interesting information!
Thank you for all of your help.
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7 minutes ago, NAB622 said:
Post a screenshot of your script. It's probably something to do with the method of movement.
Map deleted after windows crashed during compile
in Modding Assistance
Posted
Ive already begun rebuilding, which wasnt too bad as the scene im working on is template based to a high degree.
Though I would appreciate if you explained how to fix it in a text editor, for future reference. The bak was 90kb.