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Everything posted by Bubbles

  1. Yea. in particular environments. I'm hoping for some good detention areas on Imperial ships personally, I think it is pretty cool that its set in a time period we know but a lot of the designs and the look of things are quite unique. Some good opportunity for some unique maps.
  2. Well we got 3 episodes out now, So, why not make a topic about stuff you think is cool and would like to see in the game. I like the Bryrar pistol. It looks slightly difference to the one in game. (I presume it is a Bryar pistol lol) I also think the Uniform of the Imperial Mining guards was pretty cool.
  3. And if you waited a longer longer you would of saved urself $$$$ I got similar to you except I went for a ryzen 5900x and 64gb DDR - 3600 memory. DDR5 is nice just too expensive.
  4. Maybe Movie Duels or Galactic Legacy let you change your player model /sabers when you want. Pretty sure both let you pick which missions to play although if its implented on both yet I am not sure and the select mission thing may not apply for the JKA singleplayer campaign just their custom missions. As for the furry thing.... Not sure lol.
  5. I think all of his models should be added to jkhub, far easier to navigate that way. Also not relying on mega to keep the files up. Although if its a legal issue I guess linking to an offsite website like mega is still better than searching through the thread. Because currently people have to either use this thread or scroll through the jkempire discord to find models and hope the links still work which kind of sucks.
  6. I'll try and answer it but I am no expert. @SomaZ being the creator of the Blender bsp plugin knows probably more than anyone about this stuff. @mjt Is also pretty much an expert with this sort of stuff Can full levels be made in blender? No, as far I know you can not. You can block out levels sure and create more complex structures to be exported as models ye. You can also bake the lighting in Blender with Somaz's plugin but some stuff requires NRC. How to make JKA shaders work in blender to include system shaders? Ideally import a bsae map into blender and just look at a base map with shaders and you will see how it is done Your other two questions I'm not sure, never messed about much with Terrain. Importing from blender to Net-Radiant Custom, import small parts little by little or full blown levels. https://discord.gg/CbHD93GSZS This is the link for the blender bsp/md3 exporter/importer. Currently Somaz recommends Blender 2.9.3 I believe. Baking light maps from blender into the game : It's doable with the plugin for sure, although I've never had a need to do it, There is an import option you have to tick then you can just bake in blender and export I believe Known limitations such as polycount or conflicts. I have yet to run into an issue with max tris. I am sure there is one but I've yet to find it. For example I can import a model with a millon tris and it will load into the game. It will just tank the fps for me from like 300 fps to 30 fps. That being said, this can be improved upon greatly by using a modern renderer like Rend2, Vulkan and Xycaleths updated Opengl 4.0 renderer I believe. A guide would be an excellent idea now that most people have more modern PCs I think mappers should be making more use of custom models made in the likes of Blender to improve their maps. Yea, previously it was avoided because of the fps hit but nowdays with better PCs and people working on improved renderers the fps hit is really not that bad.
  7. Bubbles


    Great map. It is massive and still have not explored it all. Some great climbing sections to play and although they can be quite fustrating are quite fun. A few minor issues like some textures not showing on some of the lights I think but other than that it is fantastic.
  8. I am looking for basically any and all mustafar maps. I know about these two. I also have MB2, Galatic Legacy and Movie Duels install. I have a feel that these mods reuse SJCs map. Although do not know for certain. So ye, trying find Mustafar based maps. If anyone knows of any plz share.
  9. Now fixed. If anyone else has these issue refer to Mjt's guide and make sure to download https://icculus.org/gtkradiant/downloads/1.5/gamepacks/ja-example-maps-2005-01-16.tar.gz
  10. OpenJK and I think EternalJK both come with linux binaries. So there is no need to run the game using proton or wine. https://builds.openjk.org/ If you scroll down you will see there are linux builds that are already built and ready to download. If wine works for you that's fine, personally I do not see the point of using it when the OpenJK supports linux.
  11. I think you done a good job. That being said... You made your job a lot harder by specifying it had to look like Angela Harry. From my brief googling the amount of actual reference pictures is very small. I probably would of based it off Jyn Erso, who has a ton of reference pics. :P.
  12. I wonder if 1.4 uses multi threading for compiling. I think maybe 1.5 does if you specify it. I believe with NRC its enabled by default. So build times should be a lot faster. I also agree with MJT it is just easier to work with. I imagine it takes some adjusting though if your used to 1.4
  13. https://steamcommunity.com/app/6020/discussions/ This, I believe has been an issue for a while now. The JKA masterlist is down if you are using base JKA via steam/gog install or via just playing straight from the CD. Maybe someone could confirm this but I am pretty sure it is the case going by all the comments on the steam discussions about it and my own experience. I know for many the answer is just to update the masterlists to point to jkhub and the other one or just download openjk/eternal. But for a lot of 'casual' players of JKA they probably will not take the time to try and work that shit out. If they cant get into a game they will probably assume its dead and giveup. What's odd is I installed base JK2 and master.jk2.ravensoft.com seems to be working fine still and I can still get a serverlist. Seems to be just JKA that is the issue. Be cool if someone could look into this or something. Kinda sucks that many people who buy the game wont even play multiplayer because they cant get see any servers.
  14. I usually just extract to the desktop or wherever tbh. Doesn't really matter I think. I believe the gamepacks just add extra things like example maps and shit.
  15. Forums not very active atm so I thought I'll start this (Hopefully this is the right section) Although this is the OpenJK section your stuff doesn't have to be exclusively done with OpenJK i.e a stupid effect for a gun or whatever. If you messed up and/or created something crazy or funny feel free to share it. My first attempt at creating a kind of DBZ type blast like a powerball thing like a kamehameha. I kinda done it all in my head though, when I checked out a DBZ video they all seem to be blue lol. Not mine just testing out a Fish Eye Lense ( alot better now) This was me just trying replace the amprotect with a powerup effect from DBZ Not quite sure what happened here. : D This was an attempt at porting Vertex's Bespin map made for Unreal Engine 4 into JKA. Never did get round to texturing it or doing the lighting. It ran pretty well but as you could see there were some dips in the frame rate. Adding a rear view mirror to JKA because..... why not! lol. This was just adding EternalJK's Playernames to OpenJK but also showing HP
  16. Think EternalJK might have first person with cg_fpls to 1 Probably a big buggy though
  17. Not sure if this has been posted before so thought I'd share.
  18. You want to make a RP single player mod for JKA right? That's a lot of work and would be far easier if you break down what you wanna achieve into manageable chunks. For example the 3 main components are making the map, making the player models and making the game logic (and possibly making the UI) For making the map. You want to learn Gtkradiant or NRC. Which can be a bit of a pain but well worth learning. As it teaches you stuff that helps with the other steps. For making playermodels. Blender is the best choice. It is also has a pretty steep learning curve. For making the game logic to create a roleplaying game. That's a fair amount of work especially if you want something like Mass Effect 3's dialogue system. But there are shortcuts. For example lets say you want to create a roleplaying level on Tatooine. There are already maps released for Tatooine maybe some of them include the .map files as well (.map files are like the source files). And if your mod is about Qui-gon-jin and Anakin then there are already player models out there on this site. And as for the dialogue system for a roleplaying mod. I am sure there are some mods that have this functionality that are on Github. So, for prototyping it might be a good option to make use of other user generated content. Although you'd have to ask their permission if you wanted to publish it. Best bet is to get decent at mapping as you can do a hell of a lot without even touching the code. Also check out some other single player missions that other users have made to get an idea of what's been done and how they did it. https://jkhub.org/files/category/76-single-player/
  19. Neat, never seen that before. There is also a book focused on Quake 3 modding that is pretty useful for any JKA modders. Although it is mainly the basics they cover. hint: googling it might find you the .pdf quite easily
  20. Had a little play with it. Had to remove the skybox and just used a very low res one lol. and a few textures I removed. (prob more than I should of due to some overlapping. I think you can still see on the floor that there is some shimmering going on. Def possible to port. If your willing to put some time into it. e.g. improving the textures, especially on say the ship that was never designed to be looked up at close. And give it decent lighting with maybe some light emitting shaders. I only really played with it for about 30 mins though just to show it in game. Put some time into and it could look pretty decent. Also not quite sure what those barriers are at the start? Maybe thats like an invisble wall in the original game to stop people going to far back or forward? idk
  21. Its possible to port it to JKA. You're going to run into a lot of issues though. i.e looks like some faces are occupying the same space. It's not a perfect port.
  22. Just a web archive of a lot of old tutorials from quake3hut that may be useful to some people. https://web.archive.org/web/20150711032629/http://www.quake3hut.co.uk/q3coding/ https://web.archive.org/web/20100721204920/http://www.quakewiki.net/archives/code3arena/ https://web.archive.org/web/20110907215329/http://mt-wudan.com:80/ https://web.archive.org/web/20050429080645/http://users.sisna.com:80/tokyopop/
  23. I thought JK2 models have more bones in the hand so can throw up some issues.
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