Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Where can I get GTK? Edit- NVM, found it, downloading from iD software....I'll post about its results. Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Okay, where are bobz tools? Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Trying it now - I altered the area portals so that they are only within the doors - not overlapping them... Link to comment Share on other sites More sharing options...
rgoer Posted May 30, 2003 Share Posted May 30, 2003 The Bobtoolz plugins don't come with the newer (beta) version of Gtk (1.3.x)--the last version they came with (that I know of) was 1.2.8. You can d/l the JK2-specific Gtk1.2.8 setup.exe from mapping.jediknightii.net. Open up your map in 1.2.8 and pick plugins->bobtoolz->brush cleanup. This will purge your map of any evil brushes, and is quite handy. Link to comment Share on other sites More sharing options...
merlinova Posted May 30, 2003 Share Posted May 30, 2003 Yeah, leaks aren't any fun. A fellow clan member almost scrapped his map because of them, but I was able to talk him out of it. If nothing else, use the "snap to grid" function... Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Thanks guys - I'll install 1.2.8 now. It wasnt the areaportals - I fixed them and it still gives me this. Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Ran brush-cleanup: C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/securitycenter.map Whats going on here? Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Okay, I *think* I may have figured it out - its calling an invalid shader....maybe it just keeps calling it and gets stuck in a regression loop... Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Yup - it was calling an invalid shader and getting stuck in a loop! It works now! Thanks guys! :) Just to show ya a little of what it is: Link to comment Share on other sites More sharing options...
merlinova Posted May 30, 2003 Share Posted May 30, 2003 Looks very promising! Let us know when it's completed and where it will be posted so that we can download it... Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 Will do! Btw, why can't my char pick up the weapons that I scattered through the level? Link to comment Share on other sites More sharing options...
Leslie Judge Posted May 30, 2003 Share Posted May 30, 2003 Just a little note: there is GtkRadiant 1.2.11 with 1.2.13 update as latest not test build. http://www.qeradiant.com It comes with q3map2 too and if you compile with that instead of sof2map then you can take the advantages of BSP monitoring which is very handy if you have a leak or any problem brushes. Link to comment Share on other sites More sharing options...
merlinova Posted May 30, 2003 Share Posted May 30, 2003 Did you make sure that your weapons and such have enough space between themselves and the nearest brush? Link to comment Share on other sites More sharing options...
Dreadlord Posted May 30, 2003 Author Share Posted May 30, 2003 That must be it - I set them right on top of the brush.. Link to comment Share on other sites More sharing options...
Dreadlord Posted May 31, 2003 Author Share Posted May 31, 2003 Is there a way in the editor to see what the lighting that you create will look like ingame? Link to comment Share on other sites More sharing options...
rgoer Posted May 31, 2003 Share Posted May 31, 2003 If you are using GtkRadiant and activate the "real q3map lights" (or whatever it's called) in the preferences--sorry, I forget which part of the preferences exactly--and then you select all your lights, you won't get to see exactly how the lighting will look, but you'll get a pretty good idea for how much light will be in a given area. The overlapping spheres of light continue to add on top of each other, so you can see pretty easily if an area has enough light or if an area is underlit. Other than that, I don't know of an accurate way to preview lighting in Radiant; sorry :^\ Link to comment Share on other sites More sharing options...
Dreadlord Posted May 31, 2003 Author Share Posted May 31, 2003 Okay, that'll have to do Link to comment Share on other sites More sharing options...
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