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  1. Okay, so recently I had GTK-Radiant set up nicely on Windows and was happily learning how to map in it. Then at some point I realized that I had used some textures from outside of the base assets, so I moved the old base folder of my windows install to a different location and created a new base folder with the base assets 0, 1, and 2 copied over. This now causes gtk radiant to refuse to load any textures in the editor whatsoever. Ive tried installing and uninstalling radiant and JA several times, but I still cant seem to get it to work. The console output of radiant after it has started is loading synapse XML config file 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/synapse.config' Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/modules/ Found 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/image.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/image.dll' Dynamic APIs for client 'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'image' Found 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/map.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/map.dll' Dynamic APIs for client 'MAP format module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'map' Found 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll' Dynamic APIs for client 'XMAP module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'xmap' Found 'C:/Program Files/GtkRadiant-1.4/modules/model.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/model.dll' Dynamic APIs for client 'picomodel loader module built Dec 21 2003 1.4.0' 2 dynamic interfaces parsed for 'model' Found 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll' Dynamic APIs for client 'Q3/Half-Life shaders module built Dec 21 2003 1.4.0' 2 dynamic interfaces parsed for 'shaders' Found 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll' Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/plugins/ Found 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll' Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/modules/ Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/plugins/ Dynamic APIs for client 'Radiant - synapse core built Dec 21 2003 1.4.0' 5 dynamic interfaces parsed for 'core' CSynapserServer::Resolve adding new client slot 'Radiant - synapse core built Dec 21 2003 1.4.0' 'PK3 VFS module built Dec 21 2003 1.4.0' activated 'Q3/Half-Life shaders module built Dec 21 2003 1.4.0' activated 'picomodel loader module built Dec 21 2003 1.4.0' activated 'Sprite Model module built Dec 21 2003 1.4.0' activated 'Entity module built Dec 21 2003 1.4.0' activated '2d Background plugin built Dec 21 2003 1.4.0' activated 'bobToolz module built Dec 21 2003 1.4.0' activated 'Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0' activated 'GtkGenSurf - built Dec 21 2003 1.4.0' activated 'PrtView module built Dec 21 2003 1.4.0' activated 'PNG loader module built Dec 21 2003 1.4.0' activated 'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0' activated 'XMAP module built Dec 21 2003 1.4.0' activated 'Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0' activated 'Builtin .def module built Dec 21 2003 1.4.0' activated 'WAD VFS module built Dec 21 2003 1.4.0' activated 'MAP format module built Dec 21 2003 1.4.0' activated Unloading an unused module: 'imagehl formats module built Dec 21 2003 1.4.0' FreeLibrary 'imagehl formats module built Dec 21 2003 1.4.0' Unloading an unused module: '.fgd eclass module built Dec 21 2003 1.4.0' FreeLibrary '.fgd eclass module built Dec 21 2003 1.4.0' Loading project file: "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj" basepath : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/ entitypath : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/base/scripts/sp_entities.def Setting current project in prefs to "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj" Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/global.pref' Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/ja.game/local.pref' vfs directory: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base pak file: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/mapextras.pk3 ScanFile: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/mp_entities.def Multiplayer mapping mode. Ignoring 'sp_entities.def' Searching VFS for files in sprites/*.* that match entity names... 0 entities were scanned 0 entities that already had models/sprites were ignored 0 non-fixed-size entities were ignored 0 entities did not have matching sprite files 0 entities had sprite files and have been attached Parsing shader files from C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/shaders/shaderlist.txt Parsing shaderfile shaders/bespin.shader Parsing shaderfile shaders/bounty.shader Parsing shaderfile shaders/byss.shader Parsing shaderfile shaders/cairn.shader Parsing shaderfile shaders/common.shader Parsing shaderfile shaders/danger.shader Parsing shaderfile shaders/decals.shader Parsing shaderfile shaders/desert.shader Parsing shaderfile shaders/doomgiver.shader Parsing shaderfile shaders/factory.shader Parsing shaderfile shaders/flares.shader Parsing shaderfile shaders/fogs.shader Parsing shaderfile shaders/h_evil.shader Parsing shaderfile shaders/hoth.shader Parsing shaderfile shaders/imp_mine.shader Parsing shaderfile shaders/impdetention.shader Parsing shaderfile shaders/imperial.shader Parsing shaderfile shaders/jnegretetest.shader Parsing shaderfile shaders/kejim.shader Parsing shaderfile shaders/korriban.shader Parsing shaderfile shaders/models.shader Parsing shaderfile shaders/mp.shader Parsing shaderfile shaders/narshaddaa.shader Parsing shaderfile shaders/nar_streets.shader Parsing shaderfile shaders/quicktrip.shader Parsing shaderfile shaders/rail.shader Parsing shaderfile shaders/rbettenbergtest.shader Parsing shaderfile shaders/rift.shader Parsing shaderfile shaders/rocky_ruins.shader Parsing shaderfile shaders/rooftop.shader Parsing shaderfile shaders/sandcrawler.shader Parsing shaderfile shaders/siege.shader Parsing shaderfile shaders/skies.shader Parsing shaderfile shaders/stu.shader Parsing shaderfile shaders/system.shader Parsing shaderfile shaders/taspir.shader Parsing shaderfile shaders/tests.shader Parsing shaderfile shaders/vjun.shader Parsing shaderfile shaders/wedge.shader Parsing shaderfile shaders/yavin.shader GL_VENDOR: Intel GL_RENDERER: Intel(R) HD Graphics Family GL_VERSION: 3.1.0 - Build GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object Checking for extension 'GL_ARB_texture_compression'...Found Checking for extension 'GL_EXT_texture_compression_s3tc'...Found ATI bug workaround disabled Warning: OpenGL Error GL_INVALID_VALUE - A numeric argument is out of range. LOADED: textures/radiant/notex Looked for a 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/shortcuts.ini' keyboard shortcuts file, not found Entering message loop Map_New Radiant - synapse core built Dec 21 2003 1.4.0 Builtin .def module built Dec 21 2003 1.4.0 PrtView module built Dec 21 2003 1.4.0 GtkGenSurf - built Dec 21 2003 1.4.0 Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0 bobToolz module built Dec 21 2003 1.4.0 2d Background plugin built Dec 21 2003 1.4.0 WAD VFS module built Dec 21 2003 1.4.0 PK3 VFS module built Dec 21 2003 1.4.0 Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0 Sprite Model module built Dec 21 2003 1.4.0 Q3/Half-Life shaders module built Dec 21 2003 1.4.0 picomodel loader module built Dec 21 2003 1.4.0 XMAP module built Dec 21 2003 1.4.0 MAP format module built Dec 21 2003 1.4.0 PNG loader module built Dec 21 2003 1.4.0 image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0 Entity module built Dec 21 2003 1.4.0 Warning: OpenGL Error GL_INVALID_ENUM - An unacceptable value is specified for an enumerated argument.
  2. 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
  3. 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?
  4. 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!
  5. 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!
  6. 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.
  7. 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:
  8. 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
  9. 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?
  10. 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:
  11. 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?
  12. 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?
  13. 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" ?
  14. 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?
  15. 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!
  16. 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?
  17. 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.....
  18. 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!
  19. 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.
  20. 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!
  21. I have a korriban statue that is made of bronze rock. I want it black. How to make it?
  22. 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,
  23. 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)?
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