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StaffSaberist

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Eh, I just always use the surface inspector (S key). You can do automatic stuff like fitting a brush face with a texture tiled some number of times, or manually change the origin and rotation angle of the texture. In your case, I'd either just increase the rotation by 90 degrees and then click FIT, and if that didn't work, restore defaults, increase rotation by 90 degrees, and move the texture horizontally/vertically by hand.

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  • 2 months later...

Just thought I'd post in here to see if StaffSaberist has still been doing any mapping lately?

 

I guess I'm a few years late to getting the editing bug for JO/JA... but I've just recently discovered all the neat stuff you can do with Radiant and its associated tools. Compared to what's available for Battlefront, these tools are a pleasure to work with -- especially in the single-player scripting arena.

 

I know I've read that many people prefer GTKRadiant over JK2Radiant; but I actually find that JK2Radiant's various inspectors are easier to use. In fact, the only problem I've found so far with JK2Radiant is that it's really hard to see the names of textures. I've only been doing "concept testing" so far though, so maybe I'll change my mind once I have some larger and more detailed maps.

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There might be a couple of things in JK2Radiant that were different, maybe even better, than in GTK, but the advantages of GTK greatly outweight those few details. I mapped my first project with JK2Radiant, then switched to GTK, so I know what I'm talking about. Once I got used to GTK, the thought of switching back didn't visit my mind once. A working Undo function alone would be a reason enough, and it's not even the only one, not at all.

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Just thought I'd post in here to see if StaffSaberist has still been doing any mapping lately?

 

Yeah, but I haven't run into any serious issues for the longest time. I'm starting with a couple of placeholder textures, though, so screens would be more than ugly. :)

 

Besides, my mapping compy is currently without an internet connection. This computer wouldn't even run JA, let alone GTKRadiant. =/

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Good to hear. :)

I'm just trying to gauge how much interest there still is in JO/JA, both in general and in the editing community.

 

Err um... On topic, I'll keep my eye on this thread in case I can help with any scripting questions. Icarus has come fairly naturally for me.

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  • 2 months later...

That's it! I've had it!

 

Not too long ago, I was forced to, of all things, reformat my computer. Which, of course, means everything is kaput. From the smallest text file to, sadly, my maps. This pisses me off to no end. I'm going to have to start over - but not until my temper has abated, which will take time.

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OK, I have attempted to get back to mapping TRV, making sure nothing was compromised, when I came to an awful realization: The biggest obstacle to my success at this point is me. I tried to charge headlong into Radiant/ICARUS without even getting experience and training. Foolish, on my part.

 

I am not abandoning the project, but it's on hold indefinitely - the end of this project suspension will be when I feel much more comfortable with the inner workings of JA mapping/scripting. I've created a sort of learning room, a cube, that is littered with concepts for me to learn. Starting with the basics. Things are making sense, however, that haven't made sense since I started mapping. ICARUS no longer looks as daunting as it was, and Radiant... well, that's another story. But I'm going to make damn good and sure I'm a good mapper before I make a releaseable map.

 

Peace.

 

EDIT: In fact, I do have an issue I need corrected. I've looked over the code, it doesn't make sense why it doesn't work.

 

WHAT I WANT: I want the Reborn with the targetnames a1, a2, b1, b2, c1, and c2 to move to a navgoal with a corresponding targetname (a1_dest, etc.). The camera pans to the appropriate locations, fades to black for an outrageously long 5000 milliseconds for testing purposes, then returns to the game. During this script, player has notarget and godmode active since the player will be under heavy blaster fire.

 

WHAT HAPPENS: Camera shows exact spot for one second immediately pans to some other place, then camera fades to black and stays. Game returns, I'm still invincible - but I can't see a darn thing!

 

THE SCRIPT:

 

//Generated by BehavEd

rem ( "Groups of Reborn move to specified navgoals in a cutscene" );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
rem ( "Make the player invincible in case of Stormie fire" );
set ( /*@SET_TYPES*/ "SET_FORCE_INVINCIBLE", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_NOTARGET", /*@BOOL_TYPES*/ "true" );
}


task ( "CameraStart" )
{
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "vantage", ORIGIN)$, $0$ );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "vantage", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
}

dowait ( "CameraStart" );

task ( "MoveOutA" )
{
rem ( "Moves duo A to the specified destination" );

affect ( "a1", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "a1_dest" );
}


affect ( "a2", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "a2_dest" );
}

}

dowait ( "MoveOutA" );
wait ( 1000.000 );

task ( "MoveOutB" )
{
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "b1_dest", ANGLES)$, < 0.000 0.000 0.000 >, 5000 );

affect ( "b1", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "b1_dest" );
}


affect ( "b2", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "b2_dest" );
}

}

dowait ( "MoveOutB" );
wait ( 1000.000 );

task ( "MoveOutC" )
{
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "c1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "c1", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "c1_dest" );
}


affect ( "c2", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_NAVGOAL", "c2_dest" );
}

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "c2_dest", ANGLES)$, < 0.000 0.000 0.000 >, 5000 );
}

dowait ( "MoveOutC" );
camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 5000 );
wait ( 5000.000 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_NOTARGET", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_FORCE_INVINCIBLE", /*@BOOL_TYPES*/ "false" );
}

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