Lil Killa Posted September 19, 2002 Share Posted September 19, 2002 i have seen trees on many maps before but don't know how to put them on can someone please help??????? thanks in advance P.S. I am just starting out. Also rich if u read this, your toutorials have really helped me alot but i can't figure out sounds for doors ect. or how to make .pk3's. Link to comment Share on other sites More sharing options...
Kengo Posted September 19, 2002 Share Posted September 19, 2002 These tutorials may also help with other things: http://planetquake.com/bubba/tutorial.html http://planetquake.com/bubba/tutorial2.html http://mapping.jediknightii.net/ Link to comment Share on other sites More sharing options...
Lil Killa Posted September 19, 2002 Author Share Posted September 19, 2002 thanks Kengo but i was not able to find how to make trees. Anyone who nows how to make trees your help would be greatly apreciated. Thanks in advance Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted September 19, 2002 Share Posted September 19, 2002 How did that help him with trees? All you need to do is select Misc_model Next, open up the N key menu...and type in Key: model Value: MODELS/MAP_OBJECTS/YAVIN/tree05.md3 then, hit ENTER and it should appear in the editor. *Make sure you ALWAYS add .md3 to the end of the model otherwise it won't find the file.... here are a list of the models for trees.... TREE02 TREE02_B TREE05 TREE05_B TREE06_B TREE08_B TREE09 TREE09_B and, just incase you do not have em, cut and paste all this to a text file and save it. These are all the models... MODELS/CHUNKS/CRATE/ CRATE1_1 CRATE1_2 CRATE1_3 CRATE1_4 CRATE2_1 CRATE2_2 CRATE2_3 CRATE2_4 MODELS/CHUNKS/GENERIC/ CHUNKS_1 CHUNKS_2 MODELS/CHUNKS/METAL/ METAL1_1 METAL1_2 METAL1_3 METAL1_4 METAL2_1 METAL2_2 METAL2_3 METAL2_4 WMETAL1_1 WMETAL1_2 WMETAL1_3 WMETAL1_4 MODELS/CHUNKS/ROCK/ ROCK1_1 ROCK1_2 ROCK1_3 ROCK1_4 ROCK2_1 ROCK2_2 ROCK2_3 ROCK2_4 ROCK3_1 ROCK3_2 ROCK3_3 ROCK3_4 MODELS/MAP_OBJECTS/BESPIN/ BENCH CHAIR SCONCE SCOW STATUE STREETLIGHT TWINPODCC MODELS/MAP_OBJECTS/CAIRN/ ABSORBER ABSORBER_D1 BARRELS CARGO_BIG CARGO_SM CONTAINER CONTROL_PANEL EMITTER FLOORLIGHT LIGHT RECEPTOR UTILITYLIGHT WELDER MODELS/MAP_OBJECTS/CINEMATICS/ CHAIR COMLINK CRYSTAL CRYSTAL2 CRYSTAL3 IMPSHUTTLE POD POD_HATCH RAVEN_****PIT RAVENSCLAW SHUTTLE STATUE TABLE MODELS/MAP_OBJECTS/DOOM/ ANTENNA MODELS/MAP_OBJECTS/IMP_DETENTION/ ATST DOOR_LOCK TIE_FIGHTER TIE_FIGHTER_1 TRANSPORT MODELS/MAP_OBJECTS/IMP_MINE/ CON1 CON2 CONTROL_PANEL CRATE CRATE_OPEN CRYSTAL_RAW FLIGHTSUIT GENERATOR GENERATOR_U1 ION_CANNON ION_CANNON_DAMAGE LADYLUCK_GUN LAMP MBAY MINE_DRILL SHUTTLE SPOTLIGHT TANK TURRET_DAMAGE X_WING X_WING_1 MODELS/MAP_OBJECTS/KEJIM/ BOMBARD_BASE BOMBARD_UPPER CARGO_SMALL CRATE_01 CRATE_02 CRATE_04 CRATE_XPLODE CRYSTAL_MACHINE CRYSTAL_MACHINE_D1 CUTTER CUTTER_U1 DISH EXAMINER GENERATOR GENERATOR_BIG GENERATOR_BIG_D1 IMPCAM IMPCAM_BASE INC_MOD JUNCTION RAVENSCLAW SEC_PANEL TRAM TUBE WEAPONS_RACK WEAPONS_RUNG MODELS/MAP_OBJECTS/NAR_SHADDAR/ BEERGLASS BOOK COFFEE_POT CRATE_XPLODE CUP DUALPOD FISHTANK JABACAM PLANT PODBOD SKIFF WINE MODELS/MAP_OBJECTS/SHIPS/ TIE_FIGHTER X-WING MODELS/MAP_OBJECTS/YAVIN/ FERN3_B GLOWLIGHT GRASS_B GRASS_TALL HEAD PLANT TREE_SIDEHILL_B TREE02 TREE02_B TREE05 TREE05_B TREE06_B TREE08_B TREE09 TREE09_B Link to comment Share on other sites More sharing options...
Lil Killa Posted September 19, 2002 Author Share Posted September 19, 2002 WWWWWWWWOOOOOOOOWWWWWWW!!!!!! Thanks Takeoffyourhoser that helps alot. Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted September 19, 2002 Share Posted September 19, 2002 oh not a problem.... the best thing to do since SEARCH is disabled on this forum is to just cut and past stuff like i posted for you into a TEXT file. Then, when your on the forums and see somone who posted something worthwhile, and you may want to try it 6 months from now... jsut copy it and save it... Link to comment Share on other sites More sharing options...
Lil Killa Posted September 21, 2002 Author Share Posted September 21, 2002 hoser you wouldn't know how to make .pk3's would you? cause if u do i can't figure it out and would love you or anyone else to help me with this. Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted September 21, 2002 Share Posted September 21, 2002 well, my level hasn't hit the pk3 stage yet... but this link should help you out some.. http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn7.html Link to comment Share on other sites More sharing options...
Lil Killa Posted September 21, 2002 Author Share Posted September 21, 2002 i haven't gotten that to work:( Link to comment Share on other sites More sharing options...
Lil Killa Posted September 22, 2002 Author Share Posted September 22, 2002 i have trees but there not solid what do i do? also i tried richdiesal's pk3 tutorial and it don work Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted September 22, 2002 Share Posted September 22, 2002 to make your models solid you have to build brushes around said model, and use the CLIP texture on those blocking brushes. I am almost certain that you can have your clip brushes go right through the model and it won't affect compile times... Link to comment Share on other sites More sharing options...
Lil Killa Posted September 22, 2002 Author Share Posted September 22, 2002 Thx but can u explain that in english? also i figured out the .pk3 file. i was saving my .arena file as a .arena instead of a .ARENA so the game was seeing it as a text document instead of a .ARENA file. Remember that houser for when u get to your .pk3:) Link to comment Share on other sites More sharing options...
idontlikegeorge Posted September 23, 2002 Share Posted September 23, 2002 yeah, it needs to be .arena go into windows options (Tools>Folder Options>View Tab) and turn off "hide file extensions for known file types" then you can make text-based files without winblows adding the .txt extension all the ****ing time for one thing, you dont need to be releasing this map, if you do not understand how to use clip brushes. im sick of every new mapper releasing their first POS map no offense or anything, its just first few maps should be ****-around maps, to learn how to map, pass it around to friends etc anyway, a clip brush is just a brush that is not seen, but that player cannot move into the space the clip brush occupies; just put clip brush(es) overlapping your tree models, and boom no more walkin thru them he pretty much explained it simple, just make a brush normally, just make sure its textured with the system/clip texture Link to comment Share on other sites More sharing options...
Lil Killa Posted September 23, 2002 Author Share Posted September 23, 2002 thank you idontlikegeorge yes i do send my maps to other people to test and yes i have made prctice maps!!!!!!!!!!!!!!!!!!!!!! Link to comment Share on other sites More sharing options...
Eldritch Posted September 24, 2002 Share Posted September 24, 2002 I think what idontlikegeorge was trying to say was that he's sick of seeing boxy maps that are devoid of any type of architecture, thoughtful texturing, eye candy, etc. Like seeing an entire wall covered with only one texture (and its like the grate texture or something equally horrible). If your map is boxy, just take a look at some of the great pieces of architecture from the real world. They have curves, very rarely do they have any kind of straight flat wall, and most importantly are not boxy. Anything you can add to spice up your level so it doesn't look like it belongs in the original JK game is highly recommended. I know some of this might sound harsh, but just take a good look at your level for what it ACTUALLY IS and if you can say, "Yeah, that's not boxy at all and it looks great," then release it. If not, go back and move some things around until you can. -Anakin Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.