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The RichDiesel University Tutorial Questions Thread.


WhiteShdw

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"Easy way to get around that, actually. Don't even need the caulk. With the default compile options, patches do not affect shadows, BUT you can modify the command line of your compile and add the flag "-patchshadows" to correct that. "

 

Riiiiiiiight. Come now, Rich. Deep in your innermost heart, you know that I am an idiot that has no clue how to implement what you have written without specific instructions! I men, ,should this be added to the bsp section of the compile? Lighting? The VIS process? Actually, an even better question (since I've not messed with the command lines before) is : Just how DO I modify command lines?

 

If you can, I also need specific instructions of how to speak and type as well. :)

 

Do you know how liberating it is to say to yourself : YES! I AM A STUPID MAPPER WITH NO IDEA OF WHAT I AM DOING! BUT THAT'S WHAT I WANT TO BE!

 

Actually, now that I've done it, I feel kinda silly.....

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Originally posted by Shadriss

Riiiiiiiight. Come now, Rich. Deep in your innermost heart, you know that I am an idiot that has no clue how to implement what you have written without specific instructions!

Not too hard really. Go to File/Project Settings and click on the compile command at the end that you want to modify - then click Change.

 

Right after the flag "-light" (it'll be toward the end), add the flag "-patchshadows"

 

Compile with the mode you modified (or you could even make a new one if you wanted) and it'll be done.

 

I added it to FullVis and FullVis Extra myself. Your choice tho. :D

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Hey, thanks for the advice Rich. I compiled the map at FullLM the other day and everything works fine. The one level that's FFA is nearly done, I'm just going to beta-test that sucker...but I know for sure it suffers BIG lag problems. At three points in the map the FPS rate drops down to 10 or 9...it's pretty brutal. However, the duel verison of the same map (smaller and tighter) is almost complete and has no lag problems. Now, a quick question: How to you add bot support to a duel level? I mean where to do send the bot if he's not going after pickups? Just move him around the map??

 

-Achillesz7

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Hey all,

 

I had a quick question. :) I'm trying to make a Stargate map, for fun and the learning experiance. At the moment I'm trying to make the goa'uld transporter rings.. basicly you step on a pad, rings shoot up or come down around you and zap you to another part of the map.

 

I have mapped for some time, and know how this could be set this up with a trigger, a func_plat, portal.. ect.. but the problem is that the rings are .md3 models. I can't get them to move on cue. I tried the model2 key in func_plat, but it never displays a model.

 

If anyone has any suggestions on how to get the models to move, or how to set this up another way, they would be greatly appreciated.

 

Thank you all for your time,

 

 

Kody

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You know.. I knew someone was going to say that. Hehe. :)

Well, I've always have used this nickname, and I registered on these boards back before Jedi Outcast was out, and I didn't know there was anyone else with 'Kman' in there nick at the time.

 

 

 

Kody

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Originally posted by Achillesz7

a quick question: How to you add bot support to a duel level? I mean where to do send the bot if he's not going after pickups? Just move him around the map??

That's basically it. Just put paths logically where the bot would need to go to move around the map. On duel_kamino, all I did was make a few overlapping circles, some of which went in front of the columns and some of which went behind... that was it. It doesn't need to be anything complicated - just enough to make it seem like the bot is at least sort of moving of its own volition.

 

If anyone has any suggestions on how to get the models to move, or how to set this up another way, they would be greatly appreciated.

Mmm... two possibilities. The first would be to use scripting. Scripting, however, doesn't work in MP... so if it's a MP map, there is one other possibility that I can think of...

 

Make new rings out of patches/brushes. :p

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Is there any way to enable MP scripting?

 

It seems somewhat silly that Raven didn't enable this. MP maps could be far more dynamic (and thus, much more interesting and fun) if scripting could be used. Wolfenstein allows MP scripting (they depend on it, actually), so why not JK2? I feel that a lot of great ideas (the community's as a whole) cannot be realized because of this oversight.

 

Just out of curiosity, is anyone working on enabling scripting for MP maps? I'll try it myself, but I haven't done anything with C in years... :D

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Hi Rich,

 

Just a couple of questions.

 

1. I have nearly finished my Jedi Starfighter Prefab and will release it publicly very soon - Just wondering if you might be interested in using it for your DUEL_KAMINO map.

 

2. Perhaps an update of the DUEL_KAMINO map with MP_Rain and maybe that cool Slave 1 prefab.

 

Looking forward to an update to the tutorials on your site - The more advanced stuff.

 

Thanks

Monsoontide

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Monsoon - I dunno if I'm preempting Rich on this one or not, but I've seen him say (repeatedly) that he has no plans to EVER update Kamino. Especially with Slave One. His words were something to the effect of "I made it as A landing platform on Kamino - not the one shown in EPII. If I had MEANT it to be that platform, I would have named it as such".

 

Not that the idea is a bad one, Monsoon, but if you guys want a map of that particular landing platform so badly, why not map it yourself?

 

Sorry, for the sorta-kinda bash, but I know he gets enough questions on his projects and such that it can drive him to distraction.

 

ANYhoo...

 

For once, I am happy to say that my maps have, at the current time, NO PROBLEMS. Wow. Of course, I AM starting a new one...

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Originally posted by Rammage

Is there any way to enable MP scripting?

 

 

Probably not. There's a lot of stuff that you can't do in MP that is possible in SP. Personally i would like to see the SP lighting engine in MP. That would look a lot better. Maybe Raven can put all this stuff in a patch, but i don't think that's likely to happen.

 

Maybe if they make an Addon pack.

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Originally posted by Shadriss

For once, I am happy to say that my maps have, at the current time, NO PROBLEMS. Wow. Of course, I AM starting a new one...

the ominious triple periods :D

And I am happy to say I am part of that map... but I have a question:

For the texture cairn/bay_wall1, how do I get it to glow? Is it connected with cairn/bay_wall1_glow? What I am doing is making the walls of a room with bay_wall1 and then duplicating the walls and texturing the dupes with bay_wall1_glow. If that does not work how do you do it?

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Well, some of the guys at WLS are trying to enable scripting for MP. Let's hope they're successful! A whole new world of mapping would be created if MP scripting were possible. Even those who dislike the JK2 Multiplayer could now create MP maps that would be closer to SP missions.

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Is there any way to enable MP scripting?

As you seem to indicate yourself, there is no way to use scripting in MP without recoding the MP engine. The primary reason Raven did it is because it would hafta make server-side extensions for that specific purpose. There would need to be added communication between server and client to make sure every script appeared the same on client and server....there would need to be verification extensions to make sure the client didn't modify his scripts...there would need to be security protocol so that clients couldn't modify scripts to their advantage and cheat...

 

It would just be a whole lot of work that they would see no great (monetary) advantage to, thus it wasn't worth their time. At least as I see it.

 

If someone that doesn't earn money for it (i.e. one of the community) decides to try to implement it, that's a whole different issue.

 

Not that the idea is a bad one, Monsoon, but if you guys want a map of that particular landing platform so badly, why not map it yourself?

Exactly. No more kamino - I'm never opening that MAP again. :p If anyone else would like to make another (better) kamino, feel free though.

 

For the texture cairn/bay_wall1, how do I get it to glow? Is it connected with cairn/bay_wall1_glow?

I don't even see those textures when I look... I imagine that those are the two textures used to make the shader. You need to use the shader itself. If there isn't one, you'd need to make one.

 

i am using ur tuturiol and i read the part about doors but dont understand how to make them plz help

That is a really vague question. :)

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Yeah I had that problem today when I was using Radiant at work and installed it on a new comp. Somehow I screwed up the paths and when I loaded a map in radiant, it was all black and blue checker board brushes for my map. So I re-installed JK2rad and followed a tut to the letter in setting it up, then it worked fine.

 

SunBurN

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Hmm... I have a more interesting problem. :) JK2Radiant doesn't show all the textures in texture sets. I mean if I choose system, I can see only some of the textures and shaders. I can't figure out what is the logic behind it. In the message window I can see a lot of 'Placholding xx/xx ok' lines and those don't show up in the textures window. For example in system I can't see caulk, but I can see caulk_nonsolid, and caulk is shown in the message window like 'Placeholding system/caulk...ok'.

 

If I load up a map with one or more of the unshown textures used the textures will appear... :confused:

 

What went wrong? I reinstalled JK2Radiant and nothing changed. After a few days I installed GtkRadiant and it's OK, but as I can see it's for MP editing, so I have to use both programs because I make SP maps.

 

Ideas?

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