Jump to content

Home

The RichDiesel University Tutorial Questions Thread.


WhiteShdw

Recommended Posts

  • Replies 1.1k
  • Created
  • Last Reply

Me again. it seems maps and me don't get along well :). ok my enity works my textures work. i did ur tut lesson 3 and i bsped it(compiled) i went to play it and map wasn't there. i bsped it again and the report said this

 

:\PROGRA~1\LUCASA~1\STARWA~3\GameData\Tools\\sof2map -bsp C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\\base/maps/map1.map

 

C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\Tools\\sof2map -vis C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\\base/maps/map1.map

 

C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\Tools\\sof2map -light C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\\base/maps/map1.map

 

 

C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps>C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\Tools\\sof2map -bsp C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\\base/maps/map1.map

 

SoF2Map v1.0c © 2000 Raven Software Inc.

 

 

 

---- BSP ----

 

SetQdirFromPath: no 'base' in x

 

 

 

C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps>C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\Tools\\sof2map -vis C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\\base/maps/map1.map

 

SoF2Map v1.0c © 2000 Raven Software Inc.

 

 

 

---- Vis ----

 

SetQdirFromPath: no 'base' in R

 

 

 

C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\maps>C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\Tools\\sof2map -light C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\\base/maps/map1.map

 

SoF2Map v1.0c © 2000 Raven Software Inc.

 

 

 

----- Lighting ----

 

SetQdirFromPath: no 'base' in ü

 

 

completed.

 

 

 

 

 

Run time was 0 hours, 0 minutes and 1 secondsMap_SaveFile: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\firstmap.map

SourceSafe: Opening...

 

 

 

what do i do is this right or do i need to do somtin?

Link to comment
Share on other sites

\GameData\base\\base/maps/map1.map

 

 

You have 'base' in there too many times. What the error says is that it cant find the /base/base/maps directory. Solution? Easy.

 

You need to take that extra 'base' out of the command lines. Notice that there are two // signs after the first base? That's cause radient assumes the path to that point - anyhting AFTER that, it looks for in the base directory. So, remove the second base routing so that the path looks thus :

 

\gamedata\base\\maps/map1.map

 

Think that SHOULD solve the issue. That can be altered (I think) in your path properties. Good Luck

Link to comment
Share on other sites

basepath :C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base

 

mappath: C:\PROGRA~1\LUCASA~1\STARWA~3\GameData/base/maps/

 

Remotebasepath: C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\\base

 

Entitypath :C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\tools\mp_entities.def

 

texture path : C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\base\textures

 

 

whats wrong?

Link to comment
Share on other sites

All of it? :p

 

I believe (and there may be something wrong, I'll double-check when I get off work) they should be:

 

basepath- C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\\base

 

mapspath- C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\\base\maps\

 

remotebasepath- C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\\base

 

entitypath- C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\\tools\mp_entities.def

 

texturepath- C:\PROGRA~1\LUCASA~1\STARWA~3\GameData\\base\textures

 

 

As for the missing shaders problem, try copying a fresh copy of mapextras.pk3 off your JK2 CD to GameData. If that doesn't work, extract mapextras.pk3 into its proper subdirectories. That should make it work.

Link to comment
Share on other sites

The Tutorial is straight forward enough, but before I implement this interesting feature, I have one burning question in my mind, one concern that I would like answered before I put such work into my maps... Well, two actually.

 

First : Dynamic Lighting and switchable lighting DO work in MP, yes?

 

Second : Will the lighting so done fill the same lighting area as a light-emitting shader would?

 

I would assume that it would, but who can tell? Stuff that makes sence has a way of not working in this engine sometimes...

Link to comment
Share on other sites

Originally posted by WhiteShdw

Well you can use GTK radient for SP mapping. Just change the project settings to SP. You have to restart for the changes to have effect.

 

File > Project settings > Single player mapping mode.

 

That should do it.

 

True. It is set. Examples:

 

- in fx there is only fx_runner, no fx_rain, fx_snow

- no NPC group

- team group exists

 

This makes me think, Gtk uses the MP entities definition file, but I can't tell it to use the SP entities definitons like in JK2Radiant.

 

Now?

:)

Link to comment
Share on other sites

Originally posted by JediMasterLinkE

In ur tut it said

 

as this feature does not work in JK2Radiant. Add the key model and the value models\map_objects\bespin\bench.md3.

 

i did and it didn't come up.. where do i go to key it in? maybe i want to wrong place.

Ok. Right click. go to misc> misc_model. THEN do

Key:model

Value: models/map_objects/bespin/bench.md3.

Link to comment
Share on other sites

Ok, I've looked around, but couldn't find anyone else with this problem, so I'm obviously doing something wrong.

 

In General Concepts 101: Lesson 5, I added the three entities to my table, but they don't show up in game, and I don't see any errors compiling. They were placed correctly above/on the table. Two things:

 

1) I was using D:\StarWa~1\GameData\\Tools\SP_entities.def. When I changed to MP_entities.def, and reloaded, I noticed the entities were embedded in the table. I moved them to the top, recompiled, but they still don't show.

 

2) In the tutorial, it says to "Right-click and select what you want from the list to place any entity." It doesn't mention that you have to create a brush and turn it into an entity as I had to do. No biggy.

 

What am I missing to get my entities to show up?

 

------------------------------------

 

I'm going to group my questions together. I saw someone else get hammered by posting three in a row.. heh

 

I'm using JK2Radiant in WinXP. In General Concepts 101: Lesson 3, it says you can "Right-Click Drag to move around the Z-Axis View. Left-Click Drag to move an object on its Z-Axis in the Z-Axis View" in the 3d view window.

 

When I left click, nothing happens. When I right click, the brush spins around like crazy.

 

I saw someone else post that they had this problem, but he didn't get an answer. Any ideas? It an XP problem, or am I doing something wrong?

 

------------------------------------

 

Finally, I'd like to thank Rich Diesal for his excellent tutorials. Your patience in this thread is astronomical. Keep up the good work and good luck on your ffa project!

 

And for GOD's sake! Someone please tell the server admin to TURN ON the search function! So many duplicated questions could be answered with the use of the search function.

Link to comment
Share on other sites

ok.. i keyed the crap in and the value.. but the Screen is huge.. i have to use tab to get to the value part. so i did and well the object didn't show up.. ? whats wrong?

Right-click on your desktop, select Properties, and click the Settings tab. Increase the slider bar under Resolution up to at least 1024x768, if not higher.

 

does anyone happen to know where that bright green liquid/slime is?

Mmm...nope. :D

 

I was using D:\StarWa~1\GameData\\Tools\SP_entities.def. When I changed to MP_entities.def, and reloaded, I noticed the entities were embedded in the table. I moved them to the top, recompiled, but they still don't show.

Every time you change DEFs in the middle of a map, you need to delete and remake every entity that might be altered by changing. The reason for this is that identically named entities sometimes behave differently (and are coded different) between the two files. Remake and then see if it still happens.

 

In the tutorial, it says to "Right-click and select what you want from the list to place any entity." It doesn't mention that you have to create a brush and turn it into an entity as I had to do. No biggy.

You should not need to... it is easier to do that for brush-based entities, but you shouldn't need to at all for simple entities. Not sure why that would happen. You should be able to hit ESC to deselect everything and then create one from scratch.

 

When I left click, nothing happens. When I right click, the brush spins around like crazy.

I've not heard of anything like that before, so it may just be a WinXP issue. Don't know for sure though, sorry.

 

Your patience in this thread is astronomical.

Yes. Yes, I know. :D

Link to comment
Share on other sites

My question:

 

I have a map that is a simple bespin map where you are on a platform in the clouds. I have made a room (1024 x 1024 x 1024) with a platform in the center. Now I have the whole falling death thing down thanks to Diesel's excellent tutorials. My problem is all the dead bodies are still there at the bottom of my map. Also I was wondering if there was a way that I wouldn't hear a thud when someone falls of my platform. I tried the system/cushion shader but that doesn't seem to completly do the trick. Thanks in advance for any help. If you need to know anymore info about my map let me know.

 

HankAhn

Link to comment
Share on other sites

Here's my little problem:

 

Okay, I need my platform to come up to a ledge whenever a player comes near it. That I've already accomplished by putting a trigger brush near the ledge, targeting the platform. The problem is that the platform won't go down while a player is on it. Is there a key pair I should add to the func_plat to remedy this? Or should I make it into a func_door(like the big lift in the first Kejim level)? If so, how would I go about making it act like a lift?

 

Thanks for your time, oh wise one.;)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...