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Jedi Academy turned 20 this year! We celebrated in a ton of different ways: mod contest, server event, podcast, etc. Thank you to all who have been a part of this game for the last two decades. Check out the anniversary content!

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This community is dedicated to the games Star Wars: Jedi Outcast (2002) and Jedi Academy (2003). We host over 3,000 mods created by passionate fans around the world, and thousands of threads of people showcasing their works in progress and asking for assistance. From mods to art to troubleshooting help, we probably have it. If we don't, request or contribute!

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This game turned 20 years old this year, and it is still one of the greatest Star Wars games of all time. If you're new or returning from a long hiatus, here are the basics of getting started with Star Wars Jedi Knight Jedi Academy in 2023.

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Creating a Skybox using a JKA Map


Szico VII

Creating a Skybox using a JKA Map
Szico VII

  • Title: Creating a Skybox using a JKA Map
  • Subject: How to turn a 3D scene created in Radiant for Jedi Academy into a Q3 skybox using a little script trickery.
  • Written by: Szico VII
  • Tutorial written for: JK3
  • Similar concept work like in: N/A
  • Difficulty level: 03/10
  • Expected time to complete for first attempt: 5-10 minutes
  • Prerequisites: JA SDK and BehavED installed, knowledge of map creation and compiling, ideally a monitor that supports resolutions of 1024x1024 or greater.

Getting started:

First off copy the code below into a txt file and save it into base/scripts.
 

//Generated by BehavEd

rem ( "Skybox Screenshot Script" );
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 );
rem ( "===========================" );
rem ( "sky_rt" );
camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" );
}

wait ( 4000.000 );
rem ( "===========================" );
rem ( "sky_bk" );
camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 90.000 0.000 >, < 0.000 0.000 0.000 >, 0 );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" );
}

wait ( 4000.000 );
rem ( "===========================" );
rem ( "sky_lf" );
camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 180.000 0.000 >, < 0.000 0.000 0.000 >, 0 );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" );
}

wait ( 4000.000 );
rem ( "===========================" );
rem ( "sky_ft" );
camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 270.000 0.000 >, < 0.000 0.000 0.000 >, 0 );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" );
}

wait ( 4000.000 );
rem ( "===========================" );
rem ( "sky_dn" );
camera ( /*@CAMERA_COMMANDS*/ PAN, < 90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" );
}

wait ( 4000.000 );
rem ( "===========================" );
rem ( "sky_up" );
camera ( /*@CAMERA_COMMANDS*/ PAN, < -90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" );
}

wait ( 4000.000 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );

Then open it up in BehavED and compile it into an IBI file.
Then, you must make a ref_tag in your map where you wish the "camera" to take pictures from, and have a spawn point trigger link to a target_scriptrunner which activates this script.
Give the ref_tag a targetname "cam1"

COMPILE THE MAP (Duh.)

Load up Jedi Academy SINGLE-PLAYER mode.

Open the console and (depending on your maximum screen resolution) set a custom resolution of 1024x1024 or 2048x2048 using the following commands:
r_mode -1
r_customheight 1024
r_customwidth 1024
vid_restart


(You can also try cg_fov to get different results)

NB: You could use values in-between, say 1600x1600 pixels, just be aware you'd have to re-size them afterward to 1024 or 2048 pixels.

Now run your map using the /devmap mymapname command.

It will boot into a cutscene - Your job is to take a screenshot (bind it to a number key, say "2") every time the view changes, without allowing the 'screenshot xxx taken' message to ruin your lovely pictures.

The script will show you 6 views from the point you placed your ref-tag, which you can then use as your 6 skybox images. It will make a beep noise as it changes view, and it changes every ~4seconds.

Now rename the screenshots to skybox_bk, ft, lf, rt, up and dn as appropriate.

VOILA.

Examples:

 

AsPsshY.jpg

 

 

 

DhzVAbd.jpg

 


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