b1tt3r Posted June 1, 2002 Share Posted June 1, 2002 Iv been looking at the sorce all night and cant seem to feg out the saber damage sys. can someone point me to it thanks Link to comment Share on other sites More sharing options...
RKguy Posted June 5, 2002 Share Posted June 5, 2002 I am new to the editing community but hope to be a regular. Anyway here is my problem, when compiling it appears to be doing nothing whatsoever. When I used EFRadiant, it would show me at what point of the compiling process it was at, but with JK2Radiant it shows me some folder address it is looking at. It does make a bsp file in the map directory, but it would be nice to see what its doing. I just do not want to start making big maps when the compiling time starts to be 4 hours or more. Thanks in advance for answers, for I might not be able to visit this forum tommorow. -RKguy Link to comment Share on other sites More sharing options...
{>2BnB<}-X- Posted June 5, 2002 Share Posted June 5, 2002 Line 1417 in w_saber.c - I've been messing around with it a bit, not quite sure how it all works yet There are a few other files for various other defs to do with the saber as well Link to comment Share on other sites More sharing options...
MagnumV Posted June 5, 2002 Share Posted June 5, 2002 I'm getting things like .bak and .prt. Got .bsp once, don't know how to get it again. Link to comment Share on other sites More sharing options...
mr_slimdog Posted June 8, 2002 Share Posted June 8, 2002 BOO! Link to comment Share on other sites More sharing options...
junior Posted June 13, 2002 Share Posted June 13, 2002 I have created some shader files in ShaderED2 from some ipg images I want to put in a map. How do I get these shaders to show in the JK2Radiant Textures list? Link to comment Share on other sites More sharing options...
Arjay Posted June 20, 2002 Share Posted June 20, 2002 Does anyone know the console command for recording a demo/movie and stoping recording? Link to comment Share on other sites More sharing options...
MwA_Slayer Posted June 22, 2002 Share Posted June 22, 2002 I try to load my shaders for JK2 radiant and they say opening...filename... failed then replacing...filename... with...filename... I have tried to use shadered also but it has a message that pops-up saying that they dont work. and it says some stage thing is messed up when I try to figure out what the problem is... plz, if any one can help, it would be most appreciated Link to comment Share on other sites More sharing options...
Darth Exar Kun Posted July 10, 2002 Share Posted July 10, 2002 I really need to know what the best Jedi Knight II modeling and skinning progam is because i want to make a couple models like Exar half saber and a Trunks model so can someone please tell me Link to comment Share on other sites More sharing options...
dontknownothin Posted July 12, 2002 Share Posted July 12, 2002 how in the world do you get unlimited force? i got a trainer and it has unlimited force but crashes the game with "illegal" actions all the time. i get so tired of hitting the "give force" button all the time. this is the only modification I really really want and i can't find it anywhere. it seems as if it would be a simple thing to do- but i am clueless and have not learned any editing yet. I figured this would be the place to go to find people who can do this. Please send me e-mail with whatever you know. Thanks Very much!!! Link to comment Share on other sites More sharing options...
Joben Posted July 12, 2002 Share Posted July 12, 2002 One thing you could try for near unlimited force is to set the amount of force 'ammo' you can carry realy high. To do that edit weapons.dat down at the end there is a list of all the ammo types and their max carry number. At the begining of that list there will be "Force" wich is set to 100 or something. add a 0 or two and you should have more than you could ever use in a short period and it will still regen like normal. Link to comment Share on other sites More sharing options...
dontknownothin Posted July 14, 2002 Share Posted July 14, 2002 i am so new to this stuff - I don't even have a clue how to edit the weapons files. I have all of the editing programs, but they might as well be in another language. I have even tried to use a memory program to make a trainer just for unlimited force bar- but is is just as complicated. If any one can help the helpless, I beg you! Thanks Link to comment Share on other sites More sharing options...
ZBomber Posted August 5, 2002 Share Posted August 5, 2002 Oh, MilkShape is so confusing..... Link to comment Share on other sites More sharing options...
yangyan Posted January 15, 2003 Share Posted January 15, 2003 I don't even have it, how do you compile maps? In XP it just stops. Link to comment Share on other sites More sharing options...
yangyan Posted January 15, 2003 Share Posted January 15, 2003 Originally posted by Joben One thing you could try for near unlimited force is to set the amount of force 'ammo' you can carry realy high. To do that edit weapons.dat down at the end there is a list of all the ammo types and their max carry number. At the begining of that list there will be "Force" wich is set to 100 or something. add a 0 or two and you should have more than you could ever use in a short period and it will still regen like normal. Actually it's not in weapons.cfg, but you can edit your saber throw to use Nothing YOU CANT USE NUFFINK! Link to comment Share on other sites More sharing options...
yangyan Posted January 15, 2003 Share Posted January 15, 2003 Originally posted by Darth Exar Kun I really need to know what the best Jedi Knight II modeling and skinning progam is because i want to make a couple models like Exar half saber and a Trunks model so can someone please tell me Try using milkshape3D, and for skinning, you have to put up with this stretched thing, unless you have photoshop, use the stretch/skew button. Link to comment Share on other sites More sharing options...
yangyan Posted January 15, 2003 Share Posted January 15, 2003 Originally posted by Arjay Does anyone know the console command for recording a demo/movie and stoping recording? To make a roq, which is basiccly a demo except used like cinematics, read this. 1 What is it? A .roq file is a compressed video file that the engine can read and decode, thus allowing video to play both in the menu and in the game. 2 What features does it have? A .roq file plays back at 30 fps and can have sound depending on where it is used. Thus, the input files must be presented at 30 fps to appear correct in the .roq. Recording at 15 fps for instance will make everything appear to play twice as fast in the .roq. Sound will play back in the cinematics (the intro outside the menu, Raven logo, id logo, etc.), and in the menus but not in the game. 3 How do I make a .roq? 3.1 The Standards A roq file is made up of individual .tgas that are processed to make the movie. For a cinematic video or a menu video the source tgas must be 512x512, 256x256, or 512x256. Inside the game, they must be 256x256 or 128x128. No other sizes will work. A set of files must share the same file name and be numbered sequentially. For instance, if you want thirty seconds of video for an intro logo, you’ll have 900 .tgas named something like “logo001.tga, logo002.tga… logo900.tga.” 3.2 The .param file Next, create a .param file. It’s basically a text file that the roq compliler uses to create the file. Here’s the syntax: INPUT_DIR – This is the directory where all of your .tga files are stored. Example: INPUT_DIR c:\quake\base\screenshots FILENAME – This is what you want to call the .roq file and where to store it. Example: FILENAME s:\base\video\intro.roq SOUND – This is where the .wav file is stored that will be incorporated into the .roq. Remember that only the cinematic and menu .roqs can have sound. Also, make sure the sound is the same time as the video. Example: SOUND s:\base\sound\intro.wav INPUT – This is the actual name of the .tga files. If the files are all named sequentially, you can use a wildcard (*) and then list the numbers in brackets after. END_INPUT – This tells the program to end compiling. Example of INPUT and END_INPUT: INPUT Shot*.tga [0001-0223] END_INPUT You can also hold on a particular frame by listing it multiple times. Example: INPUT Shot0001.tga Shot0001.tga Shot0001.tga Shot0001.tga Shot0001.tga Shot0001.tga Shot0001.tga Shot0001.tga Shot0001.tga Shot0001.tga Shot*.tga [0001-0023] END_INPUT What this does is hold the first frame for 1/3 of a second. It’s played ten times at 30fps. 3.3 Run the RoQ compiler That’s almost all for the creation. Next actually make the .roq file. From a command line, go the video directory (For SoF2, it’s in s:\base\video, this is where you should store your .param files.) Type “roq filename.param”. It takes a while to process it all, but once it’s done, you’ll have a .roq file named whatever you called it in the FILENAME section of the .param file. Example from command line: roq intro.param When finished, you’ll get a file called intro.roq stored in s:\base\video as specified in the FILENAME parameter. 4. Putting a .roq into the game You need to make a shader for the designer to put a .roq into the game. So here’s a step by step: 1. Create a new shader. 2. Give it an editor image (maybe the first frame from the video). 3. Flag it nolightmap. 4. Create a new blending stage. 5. Select videomap in ShaderEd2 and browse to the location of the .roq file. 6. That’s it, there’s no second stage! The designer now treats it like a normal texture when applying it. VERY IMPORTANT!!! There can only be one .roq in view at a time. Only one! One! Is that clear?! (If more than one is visible at a time, they will both sit on the first frame, and not animate.) 5. Putting a .roq into the menu Step by step: 1. Find the appropriate .menu file that you want to have the .roq in. 2. Write up a bunch of stuff that I don’t understand. Example: itemDef { name ctf group grphelptext style 5 cinematic "roqtest_new.RoQ" rect 10 154 256 192 border 1 bordercolor .5 .5 .5 1 visible 0 decoration } 3. The important things are “cinematic” and “rect” 4. “Cinematic” is the actual file you want. 5. “Rect” has four numbers. The first two are the “x” and “y” coordinates for the location while the third and fourth numbers are the size you want the .roq to be drawn at. 6. Putting a .roq into the logo intro Step by step: 1. Make a cool new Raven logo. 2. Call the .roq “raven.roq” 3. That’s it. The game is hard-coded to accept “raven.roq” as the logo file. Link to comment Share on other sites More sharing options...
ewok mercenary Posted February 16, 2003 Share Posted February 16, 2003 Does anyone know why when i try to play my map (or room) in JKII, the lighting, instead of being red spotlighting, is just shadowless, white light. Link to comment Share on other sites More sharing options...
grootmatti Posted August 17, 2003 Share Posted August 17, 2003 This is the 3rd guy who has problems with BSP Fullvis but There is still no answer on this question. WHY CANT I GET A >TEST.BSP< IN MY MAP DIR. Link to comment Share on other sites More sharing options...
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