Dusty_Miller11 Posted August 2, 2002 Share Posted August 2, 2002 hey, I jut got to the point in the domed ceiling tut where after you pull the top three vertices of the bevil over to make it curve, you say to pull up the second row of vertices to make it rounder. I have no clue which vertices you're talking about. I've moved up every lower vertice on the bevil and nothing makes it look right. I swear I will never freely use a domed ceiling in any map I may ever make!!! PLEASE HELP!!!!!! Link to comment Share on other sites More sharing options...
RichDiesal Posted August 2, 2002 Share Posted August 2, 2002 Turn to a side 2D view and you will see three sets of vertices from top to bottom... you need to move the middle set. Link to comment Share on other sites More sharing options...
Darth Link Posted August 2, 2002 Share Posted August 2, 2002 in your tut about doors,you say"Next, there's nothing worse than a silent door, is there? To look up the soundsets you can use for doors, open up the sound/sound.txt file and do a text search for... well, the word "door." Add the key soundset and the value for the soundset you want. I will be using large_door for mine." WHERE THE HECK IS THAT SOUND TXT THING?!?!?!is it a texture or shader or what?i know this is kinda noobish question but i MUST know!those silent doors and platforms are driving me INSANE!!!AHHHHHHHHHH!!! Link to comment Share on other sites More sharing options...
Dusty_Miller11 Posted August 2, 2002 Share Posted August 2, 2002 Darth Link: It's in assets0.pk3. Just open it in Pakscape. Rich: I must have done something wrong because there are only 2 rows of vertices. It all looks fine until I have to round it. Link to comment Share on other sites More sharing options...
Shadriss Posted August 2, 2002 Share Posted August 2, 2002 Hello again Rich! Just a quick question that I could PROBOBLY answer myself if I took the time to find out, BUT... When I texture two sides of a brush that is lying horizontally with the glass texture, you are able to see through it. However, when you do a vertical brush the same way, you cant. Is this an editor oddity, or do I need to do something slightly different for the vertical windows? Link to comment Share on other sites More sharing options...
RichDiesal Posted August 2, 2002 Share Posted August 2, 2002 That's...odd. I've never encountered a problem with that before. What does it do wrong exactly? Doesn't appear? HOM? Rich: I must have done something wrong because there are only 2 rows of vertices. It all looks fine until I have to round it. Strange... you might have already put up/down the middle row into one of the other rows accidentally... not sure. You don't see three rows high in 2D or 3D? Also, you are sure you're using the vertex tool and not the edge tool? Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 2, 2002 Share Posted August 2, 2002 onlt texture the faces of a brush that you want to be able to see through... i dunno why that is shad... is it dark but still glass texture? Link to comment Share on other sites More sharing options...
Dusty_Miller11 Posted August 2, 2002 Share Posted August 2, 2002 I tried it again and now it works. I must have done something wrong the first five times I did it. Link to comment Share on other sites More sharing options...
Achillesz7 Posted August 2, 2002 Share Posted August 2, 2002 Friends, Does anyone know what is the name of the sky shader that is used in the multiplayer map, "Battleground Jedi 2.0"? It's the sky with the orange clouds and the desert in the distance...If you know what the specific name of the shader is please post a reply! I know it's there somewhere but I've tried every shader in GTK Rad and I still can't find it! Thanks! -Achillesz7 P.S. On average how long should a "Full" BSP compling process take? Link to comment Share on other sites More sharing options...
Shadriss Posted August 3, 2002 Share Posted August 3, 2002 This only happens in the editor, so far. Haven't looked at it in the game yet. Havent had a whole lotta time. But yes, Wes, ,it appears as the dark texture in-editor. Link to comment Share on other sites More sharing options...
neeleyman Posted August 3, 2002 Share Posted August 3, 2002 Can I do volume lights in JO? I'm trying but it just doesn't seem to be work quite the same way it did in Q3. Can anyone offer any help on the subject? nm Link to comment Share on other sites More sharing options...
RichDiesal Posted August 3, 2002 Share Posted August 3, 2002 Can I do volume lights in JO? I'm trying but it just doesn't seem to be work quite the same way it did in Q3. How are you trying to do them? Link to comment Share on other sites More sharing options...
Darth-Nasty Posted August 3, 2002 Share Posted August 3, 2002 Originally posted by RichDiesal Copy the shader script to your custom shader script file. Copy all of the textures into the correct directories that it references. Load the textureset that your shader references in Radiant. Apply to brush surfaces. Where is the custom shader script file??? Link to comment Share on other sites More sharing options...
neeleyman Posted August 3, 2002 Share Posted August 3, 2002 I should have typed what I meant. What I _should_ have said was "I want to do them, but I'm not sure how." Long story short, I can't do it like I did in Q3 (nodraw two ends of a brush, and sfx/beam the other 4 sides of the brush) b/c the beam effect in JO isn't the same. Is it something as simple as just using the wrong effect? nm Link to comment Share on other sites More sharing options...
Darth-Nasty Posted August 3, 2002 Share Posted August 3, 2002 forget my last question i worked it out ok newbie question here? i have created a HUGE hollow box, it has a texture on the bottom and the other 5 faces have a skybox. It has one light and a player start entity. However it takes AGES to do a full compile. Which compile options should i use to speed it up but also see what the map is like? Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 3, 2002 Share Posted August 3, 2002 that should mean it is working shadriss. Link to comment Share on other sites More sharing options...
RichDiesal Posted August 3, 2002 Share Posted August 3, 2002 ." Long story short, I can't do it like I did in Q3 (nodraw two ends of a brush, and sfx/beam the other 4 sides of the brush) b/c the beam effect in JO isn't the same. Actually, it's not becaues the beam effect isn't the same... it's because there isn't one. You'll need to import/create your own beam shader (you can pull the one from Q3A if you want) to get the same effect. Where is the custom shader script file??? Since it's custom... you make it. If you map is called ffa_supermap for example, you would make the text file shaders/ffa_supermap.shader (etc) i have created a HUGE hollow box, it has a texture on the bottom and the other 5 faces have a skybox. It has one light and a player start entity. However it takes AGES to do a full compile. Which compile options should i use to speed it up but also see what the map is like? First, you shouldn't do that unless you REALLY need that texture on the bottom for whatever reason. If you really do, the compile simply will take a long long time. The best fast compile will be FastVis (1/2), but that's as fast as you're gonna get it without majorly sacrificing VIS and LIGHT. Link to comment Share on other sites More sharing options...
Darth Link Posted August 3, 2002 Share Posted August 3, 2002 its me again.i was wondering if it was possible to have a func train move to only two spots back and forth in stead of 4 like in your tutorial.i put 2 path_corners and connected them together.the train is also connected to the first path_corner that i want it to start from.however,ingame the train isnt even there.is it because it need to use func_plat or what? Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 3, 2002 Share Posted August 3, 2002 this happened to me.... the train probably spawned in a corner. make sure you have an origin brush and it is part of the func_train. Link to comment Share on other sites More sharing options...
Darth-Nasty Posted August 3, 2002 Share Posted August 3, 2002 Originally posted by RichDiesal First, you shouldn't do that unless you REALLY need that texture on the bottom for whatever reason. If you really do, the compile simply will take a long long time. The best fast compile will be FastVis (1/2), but that's as fast as you're gonna get it without majorly sacrificing VIS and LIGHT. i think i am gonna need it cos its the floor. What i am trying to do is just create a big flat outdoor space i thought it would be quite an easy start:) but i am clearly going the wrong way about it could you suggest a better way of trying to do this??? Link to comment Share on other sites More sharing options...
Achillesz7 Posted August 4, 2002 Share Posted August 4, 2002 Does anyone know what is the name of the sky shader that is used in the multiplayer map, "Battleground Jedi 2.0"? It's the sky with the orange clouds and the desert in the distance...If you know what the specific name of the shader is please post a reply! I know it's there somewhere but I've tried every shader in GTK Rad and I still can't find it! Thanks! -Achillesz7 P.S. On average how long should a "Full" BSP compling process take? Link to comment Share on other sites More sharing options...
Darth Link Posted August 5, 2002 Share Posted August 5, 2002 for me around a minute or so.i have another question.how do you use custom music?i used pacscape to put the mp3 in the music directory in assets0 but whenever i save,it says"Error reanaming C: program files\Lucasarts\Star Wars Jedi Knight II Jedi Outcast\pakD.tmp to C: program files\Lucasarts\Star Wars Jedi Knight II Jedi Outcast\Gamedata\base" Link to comment Share on other sites More sharing options...
neeleyman Posted August 5, 2002 Share Posted August 5, 2002 Darth Link, are you trying to put the .mp3 into assets0.pk3? It's easier just to use Pakscape and create a directory called "music" and put your .mp3 file in there. Then in JK2Radiant, load your map, hit the entity key and go to worldspawn. Set the key to "music" and the value to "music/whatevernameyouwant.mp3". Hope that answers your ???. Can't say that I've ever seen the error message that you're getting.... sorry. nm Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 5, 2002 Share Posted August 5, 2002 achillesz7: on your P.S.: there are WAY too many variable that afect compile time to determine an average. Size, brushes, structural/detail, shaders etc.... Rich: How do you geta map to automatically load with sv_pure at zero without the host setting it in console? MY custom textures..... Link to comment Share on other sites More sharing options...
RichDiesal Posted August 5, 2002 Share Posted August 5, 2002 its me again.i was wondering if it was possible to have a func train move to only two spots back and forth in stead of 4 like in your tutorial.i put 2 path_corners and connected them together.the train is also connected to the first path_corner that i want it to start from.however,ingame the train isnt even there.is it because it need to use func_plat or what? It should work just the same. Target the two path_corners at each other and target the train at one of the corners. Make sure the train has an origin brush included in it, and it should work. but i am clearly going the wrong way about it could you suggest a better way of trying to do this??? That's really the best way in that regard... JK2 does not handle huge outdoor areas very well at all (the engine is simply very limited in that regard), so it's going to be a long compile and the map will run slowly. If you really want it tho, just remember that the map only needs to be as tall as you want the player to be able to go. Don't make a huge cube when a low ceiling will work just the same (since it's a sky, the player won't be able to tell the difference). Does anyone know what is the name of the sky shader that is used in the multiplayer map, "Battleground Jedi 2.0"? It's the sky with the orange clouds and the desert in the distance...If you know what the specific name of the shader is please post a reply! I know it's there somewhere but I've tried every shader in GTK Rad and I still can't find it! Thanks! -Achillesz7 P.S. On average how long should a "Full" BSP compling process take? Don't ask the same question twice in one thread. You will need to find the sky shader yourself (I don't know where it is) and a FullVIS BSP compile can take from 1 minute to 2 weeks, depending on a few thousand different things. for me around a minute or so.i have another question.how do you use custom music?i used pacscape to put the mp3 in the music directory in assets0 but whenever i save,it says"Error reanaming C: program files\Lucasarts\Star Wars Jedi Knight II Jedi Outcast\pakD.tmp to C: program files\Lucasarts\Star Wars Jedi Knight II Jedi Outcast\Gamedata\base" Do not edit your assets0.pk3. It is bad. Very very bad. Bad bad bad. If you use custom music for your own map, it should go in your map's PK3. How do you geta map to automatically load with sv_pure at zero without the host setting it in console? MY custom textures..... You don't want to do that. If your PK3 is written correctly, you will not need to type sv_pure 0 before your map loads to see custom textures. Thus, you only need to type sv_pure 0 in the development process. When your map is complete, when the PK3 is done, you shouldn't need to type it anymore. If you do, that means there's something wrong with your PK3. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.