Jump to content

Search the Community

Showing results for tags 'mapping'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Interviews
  • Site news
  • Community News

Categories

  • Coding
  • Console Commands & Cvars
  • Errors & Problems
  • Gameplay
  • General Modding
  • Mapping
  • Media
  • Modelling
  • Server Management
  • Skinning
  • Specific Mods

Forums

  • Jedi Knight Modding
    • General Modding Discussions
    • WIPs, Teasers & Releases
    • Modding Assistance
    • Coding and Scripts
    • Mod Requests & Suggestions
  • Jedi Knight Discussion
    • Jedi Knight General Discussions
    • Jedi Knight Tech Support
    • Advertisements
    • Tutorials
  • Mod Project Forums
    • OpenJK
    • Galactic Legacy
    • Jedi Knight Galaxies
    • Dark Forces II Mod
    • JA++
    • Jedi Academy Moviemaker's Edition
    • Star Wars: Warzone
    • The Dark Pastime
    • Epic Challenge Mods
    • Jedi Academy: Enhanced
    • Inactive Mods
  • JKHub Community
    • News
    • Art, Media & Technology
    • Star Wars Franchise Discussions

Categories

  • Jedi Academy
    • Art Work
    • Audio
    • Code Mods
    • Configuration Files
    • Cosmetic Mods
    • Guns & Explosives
    • Lightsabers & Melee
    • Maps
    • Media
    • Mod Bundles
    • NPCs
    • Official Releases
    • Prefabs
    • Player Models
    • Skins
    • Single Player
    • Utilities
    • Vehicles
  • Jedi Outcast
    • Audio
    • Code Mods
    • Configuration Files
    • Cosmetic Mods
    • Guns & Explosives
    • Lightsabers & Melee
    • Maps
    • Media
    • Mod Bundles
    • Official Releases
    • Player Models
    • Single Player
    • Skins
    • Utilities
    • Vehicles
  • Both Games/Other
    • Utilities
  • Contest Entries

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Email


Website


Steam


Xbox Live


PSN


Discord


Origin (EA)


Twitter


YouTube


Other


Location


Interests


Operating System


Current Clan


Clan Website

  1. Another product of "I'm new to working outdoors!" I was wondering how the clouds were achieved. My last attempt wound up ending very poorly. https://www.youtube.com/watch?v=IB_8_RwPAB0
  2. I've come to realise I'm going to need to ask a lot of questions for this project as it delves into things I've not personally tried in Radiant before. So rather than create a new thread every time, I'm going to keep it to in here! So, onto question one: I have a target_speaker hooked up to a trigger_once.When I approach the locked door, Jaden speaks. "There must be a way to open this."I can open the door by using the concealed switch. I pass through, the sound doesn't play again. My question is, how can I set a condition for the sound not to play if I use the concealed switch before I try approaching the door?
  3. Hello again! I'm having a problem with a misc_model_static in the second area of my map. In the first area, it behaves normally, it's bright, visible: However, when I placed the same model (following the same process that worked for the one above) in the next area, the model became dark. I deleted it, then duplicated the working one and moved it to where I wanted it. It was still dark. Does anyone happen to know what I may have overlooked, or how I might fix this problem? Thanks in advance!
  4. Hello! I'm of the impression that I haven't been doing this correctly if I'm still getting the error in my console whenever I load the map I'm working on. To isolate where I want the rain, I've had an fx_rain inside each brush coated with the system/outside texture in my .map. This seems to do what I want in game. So my question is, how do I stop the console from displaying that message, what am I not doing that I should be? Thanks for all help in advance!
  5. Hey Jkhub! I've started working on a custom ffa3, not a serverside entity mod but more of a clientside-plugin kind of thing, removing the invisible walls and stuff It worked for the past few days, now on the latest update where i added a new room behind a wall, my non-openJK using clients get an error message as stated in the picture below. Already tried removing the transporter.md3 from the main area, which i didnt really intend to do because I wanted to have non-plugin, vanilla players to have no affect on the main area (i.e. the known glitching through walls that are not physical on the serverside.) Also tried to remap the shader using the technique given in the post about entmodding Still this pretty much seems to be a compiler issue. Yet it works for me playing with openJK and JA++ It all worked well for non OpenJK clients until i added this: http://puu.sh/dmPe3/b570c32644.jpg http://puu.sh/dmPfL/719befbe8e.jpg ////// EDIT /////// i attempted to start the map without any light compilation on a vanilla jk3 too, giving me following lines resulting in the same error as stated above: ]\devmap mp/ffa3 ------ Server Initialization ------ Server: mp/ffa3 ----- FS_Startup ----- Current search path: C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\lgnd_ffa3PlugIn.pk3 (20 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets2.pk3 (62 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets1.pk3 (8320 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets0.pk3 (15346 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData/base ---------------------- 47496 files in pk3 files Loading dll file jampgame. ------- Game Initialization ------- gamename: basejk gamedate: Jul 22 2003 Loading dll file ui. Loading dll file cgame. Shutting down OpenGL subsystem Requested feature was omitted at compile timeSo it's not the lightmap that's the issue. Must be something i fucked up during compiling... but i compiled it several times with different settings that compilation was merely the bsp -meta.
  6. I wondered what the trick is to make normal maps look correct in rend2 (or in baseJKA for that matter). At the moment it looks and behaves the same way it did when I tried this a year-ish ago before rend2 was in the works/ports. It all looks like big plastic bubbles, or the textures get random dark spots spread out, no matter what I test it on. Shader: Test-screenshots:
  7. As some of you might know, I'm a freak when it comes to quality and details but it's becoming worse and worse. The thing I wish to be better is the lightning, as most of the maps I see, have terrible shadows and lightning. Even my own eventhough I do my best reading and testing Now the main reason I started this topic is because I would like to discuss with you how to get the perfect lightning in SOF2 but also JKA/JK2 by the use of a sky-shader combined with q3map2 settings. I know this is the best place to ask/discuss because there are so many talented people around here and I'm possitive the end result of this topic will be spectacular. What my idea is of realism and quality: very clear, crisp light, shadows that ain't blocky Some examples what I'm aiming towards but I know I can't get exactle the same thing. WARNING: 9 (large) images of MGSV, DragonAge, AC and Skyrim
  8. Ok so I've read here http://en.wikibooks.org/wiki/Q3Map2 that you can use the -subdivisions # command to increase patch mesh quality. Thing is, it doesn't work for me (looks like nothing happened). Has anyone used it before?
  9. Q3map2 seems to segment your brushes according to the vertex points of neighboring brushes, making a lot more faces than expected. My question is - is it really necessary? Does this happen so that it will merge on all points and be properly shaded (goes a bit against my logic in this case), or could it just as well have only triangulized it the way its set up in GtkRadiant, and let vertices of neighboring brushes stay for themselves? In GtkRadiant: In game:
  10. Well, the thing i want to accomplish is basically being able to play a jedi outcast map in jedi academy. While i managed to get a few maps to work, but unfortunately the one map i'd love to play doesn't work properly: http://jkhub.org/files/file/479-anchorhead/ Textures so far work fine. However, some of the sounds don't play, but that can be solved by copying the sound files. The biggest issue i have though, be it that ridiculous, is that the map is far darker than in jedi outcast, and the sky looks terrible aswell. So my question is, does somebody have any idea how i can make the map as bright as in jedi outcast and how i can change or replace the sky?
  11. I've been trying to make several scripts and a map, when you can use a turret to destroy flying Tie Bombers in the skies (the models are misc_model_breakable and use ROFF animation to fly via scripts). The models work just fine, but the thing is that I wanted to make, so that you can destroy them via the so-called misc_panel_turret. People, who played JO, can remember this option on Nar Shaddaa, while defending the Lady Luck from thugs, while JA fans came across this on Byss in space. There is also a similar case on Vjun map. Now the thing is that the tie bombers (which work the way they do on Vjun map, where they prevent you from coming through the canyon) can't be destroyed with misc_panel_turret. But they are destroyed easily with emplaced_gun (this was made on Vjun by the way). If I put Tie_fighter.md3 instead, misc_panel_turret destroys them without problems. I made several tests, the turrets destroy other things (like breakable brushes or NPCs), so I think, that there is something about tie_bomber.md3, which prevents you from shooting them with misc_panel_turret. When putting a bomber in misc_model_breakable, a small blue flare is also visible. I tried this in different versions of GtkRadiant. All the same. So what's the difference if any in the parameters of tie_Fighter.md3 and tie_bomber.md3?
  12. So I'm working on a map, and I want to have an automatic door which opens as the player gets close. In the old DF2 game I did this by making "pressure plates" on the floor and conencting them to the door. I know it is possibe to makethis in JO/JA but I cant seem to remember the process exactly and I cant find a tutorial on how to do it. Normally I make my door and set it which the up vector for movement, and make it activateable. I'm assuming its a trigger box base though? Have triggers boxs on either side of the door linked to the door so when player overlaps with the box it sends the trigger to the door and "open sesame" ?
  13. Is there any way to group entities the way func_group works for brushes? I have a bunch of lights that need to be kept linked up with misc_models (apparently light shaders don't work properly when used on ASE models?). Having to individually select every single light every time I want to move them all at once or change a parameter on all of them at once is a real pain in the butt. Any ideas?
  14. Ok... trying to migrate things to my newer Windows workstation, and it's been many years since I installed JKA, GtkRadiant, SDK tools, etc. and I need help setting things up cleanly and efficiently. Alas, I've forgotten... So far I've installed JKA to the defaut folder: C\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy Likewise for GtkRadiant 1.5 and the SDK MP tools. My question now is... on my old PC I had attempted to extract all the game assets to D:\base and mod out of that directory... but from the looks of it I just gave up and also extracted all the assets*.pk3 files into the default folder: C\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy ...but is this the best, cleanest method? How, and where should I extract all the assets? default C:\... or D:\base -- what's best practice? If D:\base, How do you then change paths to get Radiant to use assets from D:\base Thanks!
  15. I've found a celshader. It works perfectly with JKA. When compiling for JK2, it gives the error MAX_MAP_DRAW_SURFS (131072) exceeded. I've tried commenting out some lines in the shader, but can't find what's wrong. The annoying part about it is that Grand Flaw uses this exact method and celshader, and copying the exact way it's done there (including things like blocksize and gridsize) still gives the error. A friend of mine has the same problem. Key: _celshader Value: celshadertest/ink Shader: // ink shader for maps // to use, add "cel" to shaderlist.txt // add a "_celshader" key to worldspawn entity with a value of "cel/ink" textures/celshadertest/ink { qer_editorimage textures/celshadertest/black.tga q3map_notjunc q3map_nonplanar q3map_bounce 0.0 q3map_shadeangle 120 q3map_texturesize 1 1 q3map_invert q3map_offset -2.0 surfaceparm nolightmap surfaceparm trans surfaceparm nonsolid surfaceparm nomarks sort 16 { map textures/celshadertest/black.tga rgbGen identity } } textures/celshadertest/no_ink { // qer_editorimage gfx/colors/black.tga // q3map_notjunc q3map_nonplanar // q3map_bounce 0.0 // q3map_shadeangle 120 // q3map_texturesize 1 1 // q3map_invert // q3map_offset -2.0 surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks // sort 16 // { // map gfx/colors/black.tga // rgbGen identity // } } Any ideas?
  16. I was looking into another JO to JA map conversion. The map for JO was released on JK2 files in 2008 but I was unable to make a version for Jedi Academy. In the 2008 release I did try to make the conversion but the map hangs when loading during the bsp loading phase. I was taking another look at it today and recompiled the map to try to get it to work but the same thing happens. It starts to load but just sits there doing nothing. I never received an error during the compile or anything like that. Works just fine for JO but JA won't load the map. eDITED.....
  17. Here is the script to bring my elevator to the top floor. //Generated by BehavEd rem ( "Begin Elevator Function" ); wait ( 1000.000 ); affect ( "elev_dr_dn_lf", /*@AFFECT_TYPE*/ FLUSH ) { move ( < -88.000 6000.000 -2188.000 >, < 0.000 0.000 0.000 >, 500.000 ); } affect ( "elev_dr_dn_rt", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 88.000 6000.000 -2188.000 >, < 0.000 0.000 0.000 >, 500.000 ); } wait ( 500.000 ); affect ( "elevator", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 0.000 6080.000 -304.000 >, < 0.000 0.000 0.000 >, 5000.000 ); } wait ( 5000.000 ); affect ( "elev_dr_up_lf", /*@AFFECT_TYPE*/ FLUSH ) { move ( < 168.000 6160.000 -304.000 >, < 0.000 0.000 0.000 >, 500.000 ); } affect ( "elev_dr_up_rt", /*@AFFECT_TYPE*/ FLUSH ) { move ( < -168.000 6160.000 -304.000 >, < 0.000 0.000 0.000 >, 500.000 ); } I need to create a script to check if the elevator is at < 0.000 6080.000 -304.000 > already. If it is then I want to just play a sound. If it isn't then I want it to run the above code to bring it up. I have been wracking my brain trying to figure this one out and I am stumped. Someone PLEASE help. I can't go forward until this is working!
  18. First, does anybody know how to solve this zig-zag texturing problem with patch maeshes? Also is it possible to set an angle for a trigger_hurt so it only does damage when passing through it one way? I have a setup where if the player falls on some spikes, they die but they can touch them/ run around them on the ground without getting hurt.
  19. Hey guys! Been derping around in GTK recently, and I've been trying to create a cool "security room" where the player can browse various camera feeds from the entire facility. Pretty neat. Then, I thought it could be cool for, instead of the player pressing a button and using a misc_camera to view the scene, the camera viewpoints to be displayed on the wall (as a 'texture') so I could have like 6 camera panels each showing feeds from the map. So I've been googling around and looking info up about misc_portal_surfaces, which I gather are used for mirrors, but can also be used to do what I've described. I'm still a little bit shaky on what to do. Here's my current "target order": Brush (textured with portal on one side) | misc_portal_surface > misc_portal_camera > target_position Is this right? I made sure the misc_portal_surface is really close to the brush, but right now it doesn't draw anything. Any thoughts? Thanks!
  20. I have a korriban statue that is made of bronze rock. I want it black. How to make it?
  21. Hi, I recently just got into mapping by following richdiesal's fantastic mapping university tutorial but have run into a snag. When I use the hollow tool on a brush in GTK Radiant 1.6.4 instead of hollowing it out it creates 4 separate rooms with missing walls. I would hate to have to use GTK Radiant 1.5 considering that 1.6 automatically caulks something . Thanks in advance,
  22. So for some reason, the music isn't working properly in my custom map. It plays the explore music but if an enemy appears and is attacking, it doesn't change to action. Same if I try to set the music via script to DM_BOSS. The entries in dms.dat look fine and no errors in the console. Any ideas (using OpenJK)?
×
×
  • Create New...