yrean Posted June 21, 2002 Share Posted June 21, 2002 well these two posts are really here for poeple to post small tutorials for people so people could sift thru 1 or 2 posts and the could get there answer....so if you need a questionmed answered that isnt in here start a new post.... as for your question.. update from version 1.02 to 1.03.. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted June 22, 2002 Share Posted June 22, 2002 first, the number was like 16784325062879 and supposed to be 1, two, i'm 1.03, three, it was CSG Subtract Link to comment Share on other sites More sharing options...
Spoon_Gouge Posted July 12, 2002 Share Posted July 12, 2002 Standard Units of measure in JKII: (as measured in any Radient Editor...) Player Hieght - 58 units, passage hieght - 64 units Player Width - 31 units, passage width - 64 units Player Depth - 31 units, passage depth - 64 units Duck Hieght - 41 units, passage hieght - 48 units Jump Hieght - 40, 80, 160 and 320 units respectively for no force jump, and level 1, 2 & 3 force jump Max stair - 18 units, 8 units is more common Max hill - 45 degrees, higher is not possible to climb Walk speed - 160 units/second Run speed - 320 units per second Swim speed - 170 units/second Maximum water time w/o damage: 12 seconds, 10 seconds later, assuming full health, your dead! Max Water distance: 2040 units w/o damage These are the Radient Engine particulars and were gathered from a post on one of the quake forums. The Jump hieghts were determined from one of Rich Diesal's posts. I'm assuming the are the same in JKII. Hope this helps:) Link to comment Share on other sites More sharing options...
Chewie Bakker Posted July 22, 2002 Share Posted July 22, 2002 Keep it up! This is great! There's some really great info in here, especially for the :newbie:s like me. Link to comment Share on other sites More sharing options...
teutonicknight Posted August 13, 2002 Share Posted August 13, 2002 Wow, great thread, very useful links! Link to comment Share on other sites More sharing options...
teutonicknight Posted August 13, 2002 Share Posted August 13, 2002 Originally posted by Spoon_Gouge Standard Units of measure in JKII: (as measured in any Radient Editor...) Player Hieght - 58 units, passage hieght - 64 units Player Width - 31 units, passage width - 64 units Player Depth - 31 units, passage depth - 64 units Duck Hieght - 41 units, passage hieght - 48 units Jump Hieght - 40, 80, 160 and 320 units respectively for no force jump, and level 1, 2 & 3 force jump Max stair - 18 units, 8 units is more common Max hill - 45 degrees, higher is not possible to climb Walk speed - 160 units/second Run speed - 320 units per second Swim speed - 170 units/second Maximum water time w/o damage: 12 seconds, 10 seconds later, assuming full health, your dead! Max Water distance: 2040 units w/o damage These are the Radient Engine particulars and were gathered from a post on one of the quake forums. The Jump hieghts were determined from one of Rich Diesal's posts. I'm assuming the are the same in JKII. Hope this helps:) Wow, thanks for this info. I was trying to find this for days now! (actully, more like 2 hours....) Link to comment Share on other sites More sharing options...
Spoon_Gouge Posted August 17, 2002 Share Posted August 17, 2002 Here's a great spot for radient errors that you MAY find in your Junk.txt file that's made when you compile. Originally posted by Monsoontide Radient Eroors link Spoon_Gouge Link to comment Share on other sites More sharing options...
Shadriss Posted September 13, 2002 Share Posted September 13, 2002 Strange - One of the first links I thought I'd find in here was one to RichDiesel's Tutorials. Astonishing that there isn't one, seeing as how hew's mentioned no few number of times in here. So, here it is. Enjoy. http://richdiesal.jedioutcastmaps.com/tutorials/ May the Mapper work with you... as opposed to against you! Link to comment Share on other sites More sharing options...
Lil Killa Posted September 21, 2002 Share Posted September 21, 2002 help i am having truble making a .pk3 file. I tried using pakscape but it doesn't work and i can't seem to figure out how to do it winzip. If anyone knows how to do it in winzip or another utility i can use your help would be greatly appreciated. Thanks in advance, Link to comment Share on other sites More sharing options...
Chewie Bakker Posted November 3, 2002 Share Posted November 3, 2002 Originally posted by map maker 101 help i am having truble making a .pk3 file. I tried using pakscape but it doesn't work and i can't seem to figure out how to do it winzip. If anyone knows how to do it in winzip or another utility i can use your help would be greatly appreciated. Thanks in advance, I'm not sure, probably the best place to look would be in RichDiesel's General Concepts 102: Lesson 7 - MP Mapping/Basic Distribution. I've never done it myself. The Force will be with you, always. Link to comment Share on other sites More sharing options...
legameboy Posted November 3, 2002 Share Posted November 3, 2002 i need help, whenever i put a model in my map, it isnt solid, when i tested it, i walk right through it:confused: and exactly how do i make a sky? thnx alot in advance:wavey: Link to comment Share on other sites More sharing options...
Chewie Bakker Posted November 3, 2002 Share Posted November 3, 2002 Originally posted by legameboy i need help, whenever i put a model in my map, it isnt solid, when i tested it, i walk right through it:confused: and exactly how do i make a sky? thnx alot in advance:wavey: Try using a physics clip to make the model solid. And to make a sky, look here. RichDiesel's Tutorials are a must-see. It's too bad the lessons are "on hold indefinitely" The Force will be with you, always. Link to comment Share on other sites More sharing options...
legameboy Posted November 3, 2002 Share Posted November 3, 2002 i read the tutorial and i dont understand them, please explain it to me please, and thnx for the other response:cheer: Link to comment Share on other sites More sharing options...
Chewie Bakker Posted November 3, 2002 Share Posted November 3, 2002 It shouldn't be too difficult. "To utilize a sky shader, all you need to do is apply the sky shader from the Texture Browser to any given surface." If you make a room entirely of caulk, then apply one of the textures from the skies section to the ceiling (CTRL+SHIFT+LeftCLICK on the ceiling), put in the walls, floor, a light source, and a player start, then compile, you should see a sky where you put the sky shader. P.S. I replied to your question about caulk too. The Force will be with you, always. Link to comment Share on other sites More sharing options...
legameboy Posted November 3, 2002 Share Posted November 3, 2002 ok thnx but one more thing, haw come in gtkradiant the brushes show up liek a regular square with a line down the middle instead of a nice smooth textured brush like in jk2radiant? Link to comment Share on other sites More sharing options...
Chewie Bakker Posted November 4, 2002 Share Posted November 4, 2002 Originally posted by legameboy ok thnx but one more thing, haw come in gtkradiant the brushes show up liek a regular square with a line down the middle instead of a nice smooth textured brush like in jk2radiant? I don't know. It should look alright in the compile, though. Originally posted by map maker 101 help i am having truble making a .pk3 file. I tried using pakscape but it doesn't work and i can't seem to figure out how to do it winzip. If anyone knows how to do it in winzip or another utility i can use your help would be greatly appreciated. Thanks in advance, Massassi.net also has a tutorial for making a .PK3 file using an archive program. That should help you out. The Force will be with you, always. Link to comment Share on other sites More sharing options...
legameboy Posted November 4, 2002 Share Posted November 4, 2002 thnx alot ill check it out Link to comment Share on other sites More sharing options...
wedge2211 Posted January 12, 2003 Share Posted January 12, 2003 Here's a new JKII resource to put in the resources thread: Bot routing tutorial, by yours truly: http://wso.williams.edu/~jshoer/botroute.htm Link to comment Share on other sites More sharing options...
Chewie Bakker Posted January 12, 2003 Share Posted January 12, 2003 That's a nice bot routing tutorial you've made there, Wedge. Now all I've got to do is make a full MP map. The Force will be with you, always. Link to comment Share on other sites More sharing options...
wedge2211 Posted January 30, 2003 Share Posted January 30, 2003 Another resource.... A Patch Mesh reference guide. It's not REALLY explanatory, you should probably already know what the vertex tool does to look at this intelligently, but it might help some people. Link to comment Share on other sites More sharing options...
FinnBoy Posted August 10, 2005 Share Posted August 10, 2005 I have question for ya. How to make holes to floor/walls? Link to comment Share on other sites More sharing options...
Chewie Bakker Posted August 12, 2005 Share Posted August 12, 2005 I have question for ya. How to make holes to floor/walls? G'day Finnboy, I can't load GTKRadiant at the moment so I can't go in for myself. There was a site called Richdiesels University but it appears as though it's been eaten! Will keep trying to load/reload Radiant to find out what the actual commands are. In the meantime, what sort of holes are you trying to make? A doorway? Or a round hole? Link to comment Share on other sites More sharing options...
FinnBoy Posted August 12, 2005 Share Posted August 12, 2005 G'day Finnboy, I can't load GTKRadiant at the moment so I can't go in for myself. There was a site called Richdiesels University but it appears as though it's been eaten! Will keep trying to load/reload Radiant to find out what the actual commands are. In the meantime, what sort of holes are you trying to make? A doorway? Or a round hole? Sorry about not to tell, that I found out it day ago. Link to comment Share on other sites More sharing options...
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