=X=Master HeX Posted September 9, 2003 Share Posted September 9, 2003 Will the Jedi Academy SDK be released on the 17th with the launch of the new game? What should we expect to be included in the package? Link to comment Share on other sites More sharing options...
Kurgan Posted September 9, 2003 Share Posted September 9, 2003 Unfortunately, Raven has said previously that they have "no plans" to do this. They also said that because of the scripting ability in MP and the limits on objects being upped, you can just do stuff in MP instead. Link to comment Share on other sites More sharing options...
Prime Posted September 9, 2003 Share Posted September 9, 2003 Do we know if ModView and those JO tools are going to work with the models in JA? Link to comment Share on other sites More sharing options...
Lundquist Posted September 9, 2003 Share Posted September 9, 2003 I don't know about all the tools but I couldn't get ModView to work with the models in the demo... Link to comment Share on other sites More sharing options...
t3rr0r Posted September 9, 2003 Share Posted September 9, 2003 Originally posted by Lundquist I don't know about all the tools but I couldn't get ModView to work with the models in the demo... did you extract the correct .gla (haven't tried it, just suggesting)? Link to comment Share on other sites More sharing options...
Greymon Posted September 9, 2003 Share Posted September 9, 2003 Modview will open the models in the demo. I have done so. I had to extract the _humanoid model as well as the player models I was looking at. I was kind of surprised to find the JA models had less bones than the JO models. Last I heard Raven said they were going to release some development stuff. Have they changed their minds? Link to comment Share on other sites More sharing options...
Prime Posted September 9, 2003 Share Posted September 9, 2003 Originally posted by Greymon Last I heard Raven said they were going to release some development stuff. Have they changed their minds? IIRC, the models from JO should be usable in JA as is. Link to comment Share on other sites More sharing options...
WhiteShdw Posted September 9, 2003 Share Posted September 9, 2003 I'm hoping they release some kind of animation tool this time. In the second Gamespot developers diary they mentioned that they used it to create all the cut scenes in the game. Should save a lot of time from scripting cutscenes, plus it's a lot more versatile. This should give the people who want to edit Single Player plenty to work with if you ask me. So I'd like that, plus the updated version of the tools they released with JK2(Modview, ShaderEd etc....). Link to comment Share on other sites More sharing options...
Lundquist Posted September 10, 2003 Share Posted September 10, 2003 Looks like I made a little mistake, woops:animelol: Link to comment Share on other sites More sharing options...
Commodus Posted September 17, 2003 Share Posted September 17, 2003 Originally posted by WhiteShdw I'm hoping they release some kind of animation tool this time. In the second Gamespot developers diary they mentioned that they used it to create all the cut scenes in the game. I doubt it.... you'll have to use the method created by Corto and ASk, or wait until Wudan finishes his very 1337 animat0r progz0r. Link to comment Share on other sites More sharing options...
Fracman Posted September 17, 2003 Share Posted September 17, 2003 Regarding player model creation, its enough, but not for complete modding... Link to comment Share on other sites More sharing options...
razorace Posted September 18, 2003 Share Posted September 18, 2003 Originally posted by Kurgan Unfortunately, Raven has said previously that they have "no plans" to do this. They also said that because of the scripting ability in MP and the limits on objects being upped, you can just do stuff in MP instead. I assume you're talking about the SP source code. I'm %99.9 percent sure that they will be releasing the MP qvm source code in the near future. Link to comment Share on other sites More sharing options...
sights0d Posted September 27, 2003 Share Posted September 27, 2003 I've found that, so far, the tools for JKO work for JKA. I don't know what is really different. I mean, if you think about it, most of the tools for JKO were really reworked from Elite Force (also from Raven). Link to comment Share on other sites More sharing options...
idontlikegeorge Posted September 27, 2003 Share Posted September 27, 2003 They just need to release a entity definition file for mappers, ASAP. Link to comment Share on other sites More sharing options...
DadMad Posted September 27, 2003 Share Posted September 27, 2003 Yep the normal GTK works fine... the only thing u need are the entities files... but there are different fan files out there... shure, they have some bugs, but for now they works fine Also u have to make some of the system textures and other by ur own... because they are new and not included in the old mapextras.pk3 The only stupid thing is, JA supports png picture files from now on... but the older GTK versions dont support this texture format, so u cant load them in GTK... thats the only sucking thing Link to comment Share on other sites More sharing options...
Wudan Posted September 27, 2003 Share Posted September 27, 2003 Q3Map2 Supports PNG - it shares libraries with GTK - I'd assume that they both support PNG then ... Link to comment Share on other sites More sharing options...
DadMad Posted September 27, 2003 Share Posted September 27, 2003 Originally posted by Wudan Q3Map2 Supports PNG - it shares libraries with GTK - I'd assume that they both support PNG then ... Well they dont show up in the textures window... so i guess not Link to comment Share on other sites More sharing options...
DigitalVapor Posted September 27, 2003 Share Posted September 27, 2003 Actualy they need to release several new versions of the tools as well as additional tools. Remember JA includes various new features to the engine that arent supported by the JK2 tools. Such as DynamicGlow which is in many of the JA shaders and ShaderEd2 cant open these. There is also the Arioche Terrain system which I think will need a seperate tool. I THINK. There are other enhancements that will obviously need updates to the tools. And besides...The JK2 tools are filled with bugs. My ShaderEd wont even run anymore. It just crashes now. We NEED new tools people so think before you post. Oh and GTK crashes when I try to compile maps so what good is it? none so far Link to comment Share on other sites More sharing options...
DadMad Posted September 27, 2003 Share Posted September 27, 2003 Originally posted by DigitalVapor Actualy they need to release several new versions of the tools as well as additional tools. Remember JA includes various new features to the engine that arent supported by the JK2 tools. Such as DynamicGlow which is in many of the JA shaders and ShaderEd2 cant open these. There is also the Arioche Terrain system which I think will need a seperate tool. I THINK. There are other enhancements that will obviously need updates to the tools. And besides...The JK2 tools are filled with bugs. My ShaderEd wont even run anymore. It just crashes now. We NEED new tools people so think before you post. Oh and GTK crashes when I try to compile maps so what good is it? none so far Well in my case all i need works fine I dont use tools like the shaderED because i write them in my notepad and i compile my maps with q3map2 and not with the one that comes with the GTK, besides raven use one of the newest versions of q3map2 too... If you have questions about q3map2 ask ynar at http://www.quake3world.com Link to comment Share on other sites More sharing options...
epikon Posted September 28, 2003 Share Posted September 28, 2003 how can i get the JA models/textures into JO GTK? Link to comment Share on other sites More sharing options...
jsera Posted September 29, 2003 Share Posted September 29, 2003 I am new to mapping for the Jedi Series, but I am pretty sure this is how to do it. (If I am wrong, someone please set me straight.) -Unpack the *.pak files in the GameData/base directory. -In your GTKRad Project Settings change your basepath to your Jedi Academy/GameData/base/ directory -Also set your Mod to Jedi Knight II Outcast and set your Mapping mode to Single Player or Multiplayer (depending on your map) This should do it. Although the new Q3map2 is supposed to support -game ja (Jedi Academy) now. So you might also get that as well (but you will have to change your bsp paths in the Project settings if you wish to do it within GTKRad) Good luck J.Sera Link to comment Share on other sites More sharing options...
sights0d Posted September 29, 2003 Share Posted September 29, 2003 Remember that when you throw your whole map pk3 together, you need to include the textures that are not in common with JA, otherwise they'll show up as a black area with orange lines (a la the holodeck from Star Trek). Link to comment Share on other sites More sharing options...
DadMad Posted September 29, 2003 Share Posted September 29, 2003 Originally posted by jsera This should do it. Although the new Q3map2 is supposed to support -game ja (Jedi Academy) now. As far as I know and tested it is defenetly -game "jk2" , because there are no changes in the bsp format, that means that there is no difference for the compiler between jk2 and ja... for the compiler they are the same games... Link to comment Share on other sites More sharing options...
Emon Posted September 30, 2003 Share Posted September 30, 2003 Ydnar added -game JA, so there's something different somewhere. Maybe it's just superficial. Link to comment Share on other sites More sharing options...
DadMad Posted September 30, 2003 Share Posted September 30, 2003 Really? Well then its a funny fakt that it runs with -jk2 aswell Link to comment Share on other sites More sharing options...
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