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  1. I am having a real problem with “GtkRadiant-1.4”, I cannot save any levels because when I do I get this error ERROR: couldn't open D:/Program Files (x86)/GOG Galaxy/Games/Star Wars Jedi Knight - Jedi Academy/GameData/base/maps/TestmapNo brushes selected. for write I have tried starting the program in administrator mode but that does nothing. Does anyone know any way to fix this?
  2. Hello guys. I have a problem with sprites on my map and I'm slowly getting desperate. I've generated terrain with EasyGen and wanted to work on shaders a bit, I've added q3map_material to each of them - no issues. Then I wanted to add some custom sprites (I've used them before as regular shaders and everything was fine). The problem is that the sprites do show up in game but very randomly. For testing purposes I've added them to an unblended grass texture only. In theory, sprites should cover 100% of this texture when it's not blended with any other texture, but it's not the case. Th
  3. Hello! I've been out of the game for a while now, and I've got quite a bit rusty as a result. I remember years ago having some luck with this, but I just can't quite get it to go now. Could someone give me the step by step to creating a functioning NPC spawn switch in a map? I've done it with vehicles before, but I'm not having much luck with regular npcs.
  4. Hello! I need help with ICARUS scripts. I don't know English well and it's just hard for me to translate tutorials. Can somebody tell me the steps to follow? Please? I'm trying to make a rotation. Tried to adapt a script from vjun2 but it did not work. (model that should rotate just disappears from the map).
  5. Hello, Loosely following a related tutorial, I created an elevator with top and bottom buttons, and the platform waits at the last position until the correct button is pressed (rather than a func_plat that always returns to start). This involved using func_static, ref_tag's, and two simple scripts with target_scriptrunner's. The elevator works great and successfully descends when I press one button and ascends when I press the other. However, this cycle only works one time. Does anyone know why that might be? The tutorial I was following said that having count = -1 on the triggers wo
  6. So, i am working on my cloud city shaft, and when i rotate the little red thingies (just look) the textures dont stay straight. here, take a look: https://gyazo.com/cbbf266f7b1ee2a325a19054b5bc192e if anyone can help me, i will be very grateful.
  7. Hello everyone! I have been working on a map lately and I attempted to add switchable lights via a trigger_multiple. When I do so, though, I receive spam warning while compiling. "WARNING: Hit per-surface style limit (4)" Whenever I compile without the trigger, it is done normally and there are no issues. Whenever I test the map in-game with the Warning, the room that the light is located have other surfaces receive lighting as normal and others appear totally black, like there's no lightsource at all. I have to note that while the map has severa
  8. It seems I had more knowledge and skills 10 years ago I guess. Before I've made a map in GTK Radiant, but now after all these times it seems I forgot how to use GTK Radiant, cuz to shortly say, it won't display anything when I try to open a map file. It displays nothing, no textures, no objects, nothing. Maybe it's cuz my JA is installed on a different drive (Not the default C:). Maybe it's cuz of Windows 10, who knows... Anyway I want to quickly add a different model (for example in a map with 4 JediTrainers I want one Luke, so it will be 4 JediTrainers and 1 Luke, OR if unable to add, t
  9. I have been trying to learn Modelling house for a few days and I wonder that is it possible to make Jedi Academy with blender then converting it into .map format and importing it to GtkRadiant Because mapping fancy maps in Radiant is very difficult and also buggy as it crashes when i make new brushes or make them as circles If there's a way can you tell me how And teach me in discord for 1-2 days if possible? Discord Name: DarthValeria#6365 please help me , i need it
  10. Hello there! I’m finishing a mod for Jedi Academy and need a little bit of help here. There is a level that I want to put some new textures, but as the time is short and mapping is not my specialty, I’d like to know if anyone could do it for me. All I need is a generic image in the place I want so I can edit it afterwards. I won’t tell what it is here because… hum. Surprise! Thank you kindly, and may the force be with all of you.
  11. Hello! Is it possible to open the saber style menu, allow the player to pick a second one and then return back to what they were doing in the same level? My experiments so far are taking me to new levels or the mission select screen. Any help would be greatly appreciated.
  12. When you pick up a Force holocron in-game, you get a notification on the side and a message at the top of the screen, like so: I would like to give players a similar notification while granting them Saber Defense 2 for completing an activity. However, there is no Force holocron for Saber Defense and simply increasing the level via a .IBI obvioulsy won't trigger any kind of notification. Tapping TAB also won't highlight that your level has increased as it does when you pick up a holocron. Is it possible to simply to make one of these for a Force power that doesn't already have one in
  13. Hey, I have 2 questions. 1. I made JKA version of "Eye to eye" map. This is small map where you duel with weapons only. To make players spawn with weapons I made trigger_always with map sized trigger that links to weapons. I feel like it's not good solution. Also on map start or on round restart you don't spawn with weapons, so you need to selfkill to get weapons and it is bad. Is there any possibility to make it better? 2. Is it possible to make some brushes/entities transparent for NPCs? I don't want some brushes/entities to block vision for NPCs.
  14. Hi! In my mod, I have two padawan characters which can be sparred with as often as the player sees fit. What I want is a third character to trigger only when the first two have both been bested at least once. I've done something similar already with the remotes. If you defeat one, you unlock the option to spawn two and so on up to five. What I'm struggling with is how I can set it up so that I have to beat both padawans at least once in any order before unlocking the third opponent, rather than beating the same padawan twice. Any help would be greatly appreciated.
  15. My question is (obviously I already know how to explode a normal misc_model): is it possible that with a trigger and a usable func can appear a misc_model? I really need someone to solve this question please. Any idea?
  16. Hi, So I recently took up mapping, and was trying to re-create a location from an image. To get a better grip of making an overall level. So the image below is what I'm using: So the plants & arch will be models but I wasn't sure what best practice would be for the "pod" like things and the water tower. Would they be better modelled or made with brushes. And how would you determine which goes where? Should anything not a wall or floor or ceiling be a model?
  17. As it says in the title, I need help with the creation of prefabricated buildings, the buildings I occupy are of New York aesthetic, it is not necessary to put texture on them, just to create them. Who can help me?
  18. So I've starting down some of the tutorials here on mapping and gotten rooms caulk and curves going to start learning the ropes, but until i think of something to do with the map other then tutorials. thinking might just do a base of some kind. But cant seem to get any models with the misc_model brush. any base is gonna be really boring with nothing in it but the pathways. When i select the model md3 file it gives me the message: Unable to open the file "c:/program files (x86)/steam/steamapps/common/jedi academy/gamedata/base/assets1/models/map_objects/hoth/crate_snow2.md3", (Further erro
  19. Hi! As the title suggests, I'd like to have a model in my map continuously rotate, but I'm unclear on how to achieve this and I haven't yet found a suitable tutorial. I did try creating a func_rotate and giving it a key "model" or "model2" and setting it to my desired map_object, but this didn't do the job. If anyone could chime in with some advice, I'd be very appreciative.
  20. Hello, unsword here, some of you may know my old ffa3 yavin entity modification that I've originally posted to jk3files. At a time most basic brush manipulation, placing non solid *.md3 models, retexturing and inserting additional play room with bsp models was enough, it really isn't anymore as I've visited some very creative modifications out there, and came up with ideas on my own. Spent the last couple of weeks trying to figure stuff myself but I guess I'm not bright enough Thefore, as suggested by Circa, I've came here to ask you guys for help. 1. a) bmodel manipulation. Right here, b
  21. Hi everyone. After a long break, I started to experiment with Radiant once again, making some preparations for future projects and ideas. Long story short - I ended up with really complicated map, mainly in spirit of testing the limits of q3map2 engine. I was confident enough to keep on adding stuff, since brush count was still around 10k. I divided my experimental project into several .map files, so I could manage everything easier. Segments were optimized - detail and structural brushes were used, some .ASE objects were added in place of rotated and often broken brushwork, I also avoided p
  22. I feel like I've been making dozens of these recently! A particular target_activate in my map doesn't seem to be working and I'm struggling to work out why before sleeping on it. I've two doors which open together into the main dojo. The key/value combinations are as follows: angle 270 (and 90)classname func_doorsoundset impdoor1spawnflags 128 (inactive checkbox ticked)speed 60targetname arenaentranceteam duelwait 5 I've then made a target_activate, the targetname of it is "arenaunlock", the "target" is "arenaentrance". Finally, I have a script which reads as follows: //(BHVD) rem ( "The pl
  23. I did a quick mock-up of what I'm after, pay close attention to Kyle's movement when he approaches the player. The waypoints in the map are strung together in a perfectly straight line and the navgoal which Kyle is running to from his starting position further down the corridor (there is only 1 navgoal, the one he's running to) is also sat along this straight line. If the player hits the trigger close to the edge of the corridor, Kyle just runs straight up and stands normally. If the player approaches the trigger via the center of the corridor, he does that weird turn upon approaching
  24. Looks like I can't realy turn off soundSet. I tried both target_speaker and empty(empty .fx file) fx_runner - both are broken. I tried to turn it off with targeting it, with target_deactivate and with script "remove ( "GenSound" );" Any ideas?
  25. Short: Does GtkRadiant work with Windows 10 correctly? I'm getting the same error regardles of what map file I load: "Error opening E:/JK_Modding/Projects/Space/space.srf: No such file or directory" I've used GtkRadiant for JA before, but that was years ago. That is the only error message I am seeing. Long: After ~5 years, I'm trying to get back into Jedi Academy modding. OpenJK seems mature and stable, I've got a much more solid grasp of C++ than when I first dabbled in code mods, and I have finally talked a friend into playing. I'm trying to set up GtkRadiant so I can make a simple tes
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