Miss_Stalker Posted February 14, 2003 Share Posted February 14, 2003 I'm wondering in this tutorial, http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn1.html do you HAVE to apply the Caulk befoe adding your textures? Cuz i almost finished my leve till I read that........now do I have to re texture my whole level over again? Also the caulk is for mp too right? Link to comment Share on other sites More sharing options...
Lil Killa Posted February 14, 2003 Share Posted February 14, 2003 my avice would be to use caulk it helps fps cause the engine doesn't have to draw the surface caulked in a way so your game runs smoother. yes caulk is for mp and sp. Link to comment Share on other sites More sharing options...
Lil Killa Posted February 15, 2003 Share Posted February 15, 2003 leslie i couldn't get the lights to work ussing the tutorial if you or anyone else figures it out i would be glad if you posted a reply telling how. Link to comment Share on other sites More sharing options...
Shadriss Posted February 16, 2003 Share Posted February 16, 2003 Stalker - if you';re almost done, ,then it's almost pointless to go back and caulk everything just to redo the textureing. Just finish this map up, and when you start your next one, ,use the caulk texture as your basic building block. Link to comment Share on other sites More sharing options...
Miss_Stalker Posted February 16, 2003 Share Posted February 16, 2003 Originally posted by Shadriss Stalker - if you';re almost done, ,then it's almost pointless to go back and caulk everything just to redo the textureing. Just finish this map up, and when you start your next one, ,use the caulk texture as your basic building block. LOL too late, I've already done it with most of my level. I'm not retextureing the whole thing, just selecting the faces and applying caulk on it. Thank you tho! Link to comment Share on other sites More sharing options...
Miss_Stalker Posted February 16, 2003 Share Posted February 16, 2003 Does anyone know about the Dynamic light tutorial here? I posted another thread for it too a while back but I didnt see the particular one for Rich's tutorials so i'll just post here anyway. I'm trying to make this for a MP level. I made everything like the tutorial said but it still didnt work. Any ideas what must be going on? Leslie said that its cuz of the compile q3map something but when i compile it it says SOF2 and q3map in the middle of it. Whats up with that? Is there any other prog i can use to compile the map with? ANyone please help, I really need to get this working! Thank you! Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 16, 2003 Share Posted February 16, 2003 OK, I made a test. First thing is that dynamic lighting doesn't work with q3map2, only sof2map. So. I made a trigger_multiple and targeted it to a light entity. After that I set the start_off spawnflag for the light entity. That's it. When I start the map, there is dark in the room. But as soon as I enter the trigger the light turns on. Don't forget to set a wait value for the trigger to not let it trigger in every moments. Say a value of 1 is good enough for wait. Second one was the styled light. I simply entered the style key with a value of 4. Compiled the map, the started up. There was dark, as it had to be. I walked into the trigger, the light turned on and flickered as it had to be. So not too hard to do anyway. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 16, 2003 Share Posted February 16, 2003 Will q3map2 be implementing dynamic lights any time soon? Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 16, 2003 Share Posted February 16, 2003 Originally posted by wedge2211 Will q3map2 be implementing dynamic lights any time soon? http://www.splashdamage.com/forums/viewtopic.php?t=534 Link to comment Share on other sites More sharing options...
LimaK Posted February 17, 2003 Share Posted February 17, 2003 Hello, I've been having problems with my sky and star shaders. After I compile them they appear as an orange color. for the clouds, its just the clouds that appear orange but they move correctly. For the stars, the whole brush is an orange color. The clouds used to compile properly but now they don't. Link to comment Share on other sites More sharing options...
Miss_Stalker Posted February 18, 2003 Share Posted February 18, 2003 Thank you Leslie to try it for me I would try it if my level would let me creat multiple trigger.... It just sasy cannot creat entity.....anyone know why? Also I'm a lil confused, I use FullVis to compile my map and it says SOF2 BUT during the compiling process, it says q3emap and then go back to SOF and keep donig this. Is this normal and will this allow a dnamic light? One more thing, Can I just creat a light entity and give its style vales without using any trigger ? Thanks Link to comment Share on other sites More sharing options...
lauser Posted February 18, 2003 Share Posted February 18, 2003 Hi guys!! You crazy mappers!! Originally posted by Leslie Judge: Basically: You make your brushes for the elevator, then make your misc_models and your clip brushes around them (for x-wings there is a prefab for clipping the models, so use it). Now select the elevator parts and the clip brushes (models not!) and make them into a func_plat. Open up the entity window, set the parameters for the func_plat and give it a targetname ("elevator" for exmaple). Now deselect everything, select your misc_models at once, open up the entity window and give them a target with the name of the func_plat ("elevator"). That's it. Leslie were you talking about S/P when you said that you can make a lift with models on it? I am doing M/P and this does not work. I have played two maps that have this feature working in M/P. I did EXACTLY what you said to do. It said failed to create entity. Is there a way around this? I know someone has the answer because I've seen it work!! Another question....Does anyone know where to get more models? Some of the models such as crates cannot be used for some reason? Thanks guys GiNGii--------> Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 18, 2003 Share Posted February 18, 2003 Originally posted by LimaK Hello, I've been having problems with my sky and star shaders. After I compile them they appear as an orange color. for the clouds, its just the clouds that appear orange but they move correctly. For the stars, the whole brush is an orange color. The clouds used to compile properly but now they don't. I am not sure about this but I had something like your problem when I started to play the game in March, last year. It wasn't orange, most likely a yellowish color. Only the sky. Installing the newest video card driver solved the problem. Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 18, 2003 Share Posted February 18, 2003 Originally posted by Miss_Stalker Thank you Leslie to try it for me I would try it if my level would let me creat multiple trigger.... It just sasy cannot creat entity.....anyone know why? Also I'm a lil confused, I use FullVis to compile my map and it says SOF2 BUT during the compiling process, it says q3emap and then go back to SOF and keep donig this. Is this normal and will this allow a dnamic light? One more thing, Can I just creat a light entity and give its style vales without using any trigger ? Thanks To create a trigger_multiple you need a brush first. Make a brush which will cover the trigger's area. Put the system/trigger shader on it and having it selected try to create the trigger. With compiling it is normal. You are using sof2map. Finally yes, you can set the style without any trigger. Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 18, 2003 Share Posted February 18, 2003 Originally posted by lauser Hi guys!! You crazy mappers!! Leslie were you talking about S/P when you said that you can make a lift with models on it? I am doing M/P and this does not work. I have played two maps that have this feature working in M/P. I did EXACTLY what you said to do. It said failed to create entity. Is there a way around this? I know someone has the answer because I've seen it work!! This solution has to work in both SP and MP. If you did EXACTLY what I said, and you read the earlier posts about the thing then it should work. I can send you the sample map I built if you send me an e-mail. For the "Can't create entity" problem see the message above. One thing I have to say that sof2map doesn't know about this model targetting feature, it's q3map2 specific so compile your map with that. Link to comment Share on other sites More sharing options...
JK__Falcon Posted February 18, 2003 Share Posted February 18, 2003 I'm currently working my way through Rich's brilliant tutorials, and I'm a bit stuck with General Concepts 102 Lesson 5, the one about models. It says that I have to select the model I want out of the map_objects folders from the assets0.pk3 file . I'm a bit confused, as all the .md3 files in the .pk3 are seperate, not in a folder, and the map_objects folders in the base folder only have at most 3 or 4 .md3 files in them. Can anyone help? Link to comment Share on other sites More sharing options...
Darth berserker Posted February 18, 2003 Share Posted February 18, 2003 Originally posted by JK__Falcon I'm currently working my way through Rich's brilliant tutorials, and I'm a bit stuck with General Concepts 102 Lesson 5, the one about models. It says that I have to select the model I want out of the map_objects folders from the assets0.pk3 file . I'm a bit confused, as all the .md3 files in the .pk3 are seperate, not in a folder, and the map_objects folders in the base folder only have at most 3 or 4 .md3 files in them. Can anyone help? You use jk2radiant? Link to comment Share on other sites More sharing options...
JK__Falcon Posted February 18, 2003 Share Posted February 18, 2003 Yea I'm using jk2radient Link to comment Share on other sites More sharing options...
Darth berserker Posted February 18, 2003 Share Posted February 18, 2003 Originally posted by JK__Falcon Yea I'm using jk2radient Bring up the entity (I just can't spell it)menu (n) Enter the key 'model' The value is the location of the md3 (F:\Program\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\models\map_objects\bespin\landostatue.md3 for example). Link to comment Share on other sites More sharing options...
JK__Falcon Posted February 18, 2003 Share Posted February 18, 2003 Yea I get that much. The problem is that nearly all the md3s are acutally in the .pk3 file. Do I have to extract them to the map_objects folders or something? Link to comment Share on other sites More sharing options...
Darth berserker Posted February 18, 2003 Share Posted February 18, 2003 I don't think so. Are you looking through the model selector in radiant? Anyway, it works fine in GTK Radiant Link to comment Share on other sites More sharing options...
JK__Falcon Posted February 18, 2003 Share Posted February 18, 2003 Quoted from Rich's tutorial: (Sorry, dunno how to do the quote thing) 'To see the list of models, open up your GameData/base/assets0.pk3 file in a program like WinZIP and look at the models/map_objects/ folders. Each .md3 file that you see is a model you can use in the game. Since we have a Bespin-themed map, we will use the bench.md3 from models/map_objects/bespin/. First, create a "misc_model." A window will pop up asking you to select the model you want - just hit Cancel, as this feature does not work in JK2Radiant. Add the key model and the value models\map_objects\bespin\bench.md3.' Anyways, I looked in the .pk3 file and theres loads of .md3 files in there, but in the map_objects folders theres very very few, infact I'd say nearly all of the md3's in the game are in the .pk3. and sinc eht .pk3 is kindda like a .zip file I don't see how I can reference the .md3's that are in the .pk3, cause I doubt that radient will be able to pick up something in a thing so like a .zip file Link to comment Share on other sites More sharing options...
LimaK Posted February 18, 2003 Share Posted February 18, 2003 Originally posted by Leslie Judge I am not sure about this but I had something like your problem when I started to play the game in March, last year. It wasn't orange, most likely a yellowish color. Only the sky. Installing the newest video card driver solved the problem. Well the problem only occurs in the maps i make, not in any of the other maps which i did not create. so it must be something im doing wrong. Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 18, 2003 Share Posted February 18, 2003 Falcon, don't worry, Radiant can get out those models from the pk3 file. And here's something you will find very useful: http://www.lucasforums.com/showthread.php?s=&threadid=73132 Link to comment Share on other sites More sharing options...
JK__Falcon Posted February 18, 2003 Share Posted February 18, 2003 Ah brilliant, cheers Leslie Link to comment Share on other sites More sharing options...
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