cev_lost Posted January 15, 2003 Share Posted January 15, 2003 First off, let me say, great questions and great answers, but here are some that i have run into, First want to double check 1 thing, to make my own textures available, i need to a) make sure they are in pixel to the power of 2. b) add a "MYMAPNAME.shader" to the shader folder c) add a "mymapname???" to the script folder i know about step 1 and 2, but what was this about 3? next up, i have read rich D's tut, very AWESOME! but here is my delema, i have a set of platforms, that lowers a pair of fighters to a pit platform, but when it returns to the upper pos., i find it looks rather BLAH imho, is there a way to make this retract? like under the main walk area, and make it triggerable (switch) i have tried to use the func train, and it works, but i dont know how to reset it. Cev of doa Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Share Posted January 16, 2003 A) Correct. {128, 256, 512, 1024, ...} B) Only if you're using a shader you've created or downloaded from somewhere (i.e. a shader not present in the original game) C) (Copied from the RichDiesal Mapping University, General Concepts 102, Lesson 7): Arena Files: If you are making a MP map, you will now need to create an arena script. An arena script is what tells Jedi Knight 2 where to place your map when they look at their list of maps in the game (at the Create Server screen). Create a blank text file and name it yourmap.arena (replacing yourmap with the name of your map, of course). Then copy the following template: { map "ffa_map" longname "Map Name" type "ctf cty duel ffa holocron jedimaster team" } For the map field, put the actul name of your map (i.e. ffa_yourmap). For the longname field, put the text you want to appear in the map list. Be warned, only 25 characters (give or take 5) will fit in the server list without being truncated (cut off). For type, leave whichever gametypes you want and delete the rest. (CTY is Capture the Ysalamiri and FFA is Free for All (Deathmatch) if it didn't seem obvious). Put this file in your GameData/base/scripts/ directory. As for your other issue, I don't quite understand the problem as it's worded now. Perhaps you can clarify? Are you trying to make the platform's movement triggerable or constant? Link to comment Share on other sites More sharing options...
cev_lost Posted January 16, 2003 Author Share Posted January 16, 2003 Originally posted by cev_lost but here is my delema, i have a set of platforms, that lowers a pair of fighters to a pit platform, but when it returns to the upper pos., i find it looks rather BLAH imho, is there a way to make this retract? like under the main walk area, and make it triggerable (switch) i have tried to use the func train, and it works, but i dont know how to reset it. Cev of doa its going to be triggered it works right now, but only starts 1ce and does it once, so i need to know how to fix the trigger. if thats the case. Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Share Posted January 16, 2003 Sounds like you've made it with a trigger_once rather than a trigger_multiple. Just remove the old trigger and set up a new one the same way... but use a trigger_multiple instead. Also, don't forget to enter the key 'wait' and a value of a least 1 or it will go up and down without stopping. That should do it. Link to comment Share on other sites More sharing options...
cev_lost Posted January 16, 2003 Author Share Posted January 16, 2003 again thanks for helpin me out, now one last quick question, the diff between a shader and a texture is? cause i have set several custom textures in game, but they dont seem to show up when im playing, i just fixed sizes, and am still getting that problem. Link to comment Share on other sites More sharing options...
Eldritch Posted January 16, 2003 Share Posted January 16, 2003 Originally posted by cev_lost again thanks for helpin me out, now one last quick question, the diff between a shader and a texture is? cause i have set several custom textures in game, but they dont seem to show up when im playing, i just fixed sizes, and am still getting that problem. A shader typically : emits light, contains some type of movement, or creates an effect. I'm not even close to being the expert on shaders, but the most common example of a shader is the sky. Notice how it's self-lit and appears distant? That's because it's a shader. Also it doesn't get hit with any saber/weapon marks. If you just see a picture of the sky and you can see saber marks on it when you strike it or shoot it, you've used the sky texture rather than the sky shader. To see your custom textures, you have to include it in the pk3 with your map. For example... If you have something that looks like this: base/textures/yourmapname (your custom textures are in the 'yourmapname' folder), your pk3 file must have a textures folder with 'yourmapname' folder inside it. In other words, it should look like this inside the pk3 : textures/yourmapname. Save it, and start the game. If you've done your arena file correctly (it's in the scripts folder in your pk3, right?) you should be able to select it from the menu. Load it up, and if your textures are in the correct folder in the pk3 as described above, you should have no problem seeing them in your map in-game. Link to comment Share on other sites More sharing options...
cev_lost Posted January 16, 2003 Author Share Posted January 16, 2003 ok, tried everything i can think of of the textures, and i only got one to work, and it wont resized down to fit what i want ftp://cev:warlock@webpages.charter.net/loststar.pk3 this is the map that im testing this on, and some of the textures i wanna use are in there, right now im using psp 5.0 to play with the pics... if you would take a look first in radiant, then in game and let me know what im doing wrong, that would be a big help. Cev Link to comment Share on other sites More sharing options...
Eldritch Posted January 17, 2003 Share Posted January 17, 2003 The textures worked fine for me, with the exception of one which I had to resize. I don't think you should have anymore problems, but just in case, I made little samples of all the textures in your test map. http://members.aol.com/firstborn1981/loststar.pk3 Link to comment Share on other sites More sharing options...
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