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08-12-2003, 04:01 PM
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#1
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Join Date: Apr 2003
Location: The Cosmic Soccer Ball
Posts: 30
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I'm using JKIIRadiant and I need some pointers...
I'm making my first level called Operation Nightfall. It's based on the Fox series 24's reference to such an operation intended to rid Bosnia of a mass killer. In the Jedi Outcast version, you are sent to kill a Force sensitive Imperial leader located inside his headquarters. He's been torturing a certain planet for sometime now, and since Kyle has a knack for getting rid of not-exactly-sith bad guys, they send him.
Anywho, I have some questions because the level needs things of which I don't know how to provide:
1) How can I add the FX stuff (rain, snow, etc.)? I don't know how to exactly do that.
2) I NEED SCRIPTING! How do I do this with JKIIRadiant (or do I have to write it from scratch with Notepad?)
3) How do I make elevators?
Anywho, this level already has TONS of secret areas and goodies, something that I especially loved from the old Jedi Knight game. So, can someone help me out here?
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08-12-2003, 04:21 PM
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#2
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Banned
Status: Banned
Join Date: May 2002
Location: Retired
Posts: 810
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There happens to be a mapping forum, try there.
More specific, look at the Rich Diesal tutorials, those things are outstanding for beginning mappers.
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08-12-2003, 05:44 PM
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#3
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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Some pointers
As Rad said, RichDiesal's website has the best tutorials for JK2 mapmaking around.
1) Try RichDiesal's Entities 220 class: Rain and Snow for the FX stuff.
2) Scripting I've never tried. I'd try the Radiant Editor Resources and Links thread.
3) Try RichDiesal's Brushes 201 class: Auto-moving Brushes for stuff on how to make an elevator.
There's also the RichDiesal University Tutorial Questions Thread where most mapmaking questions have been and will be answered.
Best of luck, Whitesaber.
 [COLOR=Royal blue] The Force will be with you, always.[/COLOR]
Edit: Some minor spelling/grammar correction.
"Chewie " Bakker
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08-12-2003, 05:51 PM
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#4
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Pimpin' ain't easy
Join Date: Nov 2002
Posts: 1,931
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For scripting, you need to get the second JK2 Editing Tools pack, it contains ICARUS, the script maker. I good familiarity with basic Jedi Outcast editting will be helpful for scripting.
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08-17-2003, 04:49 AM
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#5
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..the wonders I have seen
Status: Super Moderator
Join Date: Jun 2001
Location: Random Hell Wholes around the
Posts: 5,685
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im gonna shoot this on over to mapping  hang on to your butts!
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08-19-2003, 01:25 PM
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#6
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Join Date: Apr 2003
Location: The Cosmic Soccer Ball
Posts: 30
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Thanks, Acdcfanbill. Can pretty much tell I'm a newbie, huh?
Actually, my problems now are:
1) I know there's a way to not have all NPCs spawned when the level starts, but to spawn them gradually as you progress through the level. How do you do this?
2) I'm having trouble with the elevator function. I did what you said. But every time I trip the trigger_multiple and the func_platform comes up to me, I walk on it and it doesn't go back down. I wait and wait and wait... But once I'm off of it, it finally goes down.  What's with this?!?!
3) How can I have the action music play when bad guys are alerted? This isn't necessary, just something that would be cool.
4) Finally, how do I update Kyle's datapad (for mission objectives) and how do you comlete these objectives programming-wise?
Anyways, my level's coming along great.  Ambient sound is inserted, I'm beginning to place my NPCs. My first level has over ten secret areas too. Anywho, thanks for the response!! I absolutely love this place.
-- Saber the White
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08-19-2003, 01:50 PM
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#7
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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NPC Spawning and Routing? Turn to RichDiesal
Quote:
Originally posted by Whitesaber
1) I know there's a way to not have all NPCs spawned when the level starts, but to spawn them gradually as you progress through the level. How do you do this?
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Target a trigger_once at the NPC you want to spawn at a certain time. RichDiesal's Entities 220: Lesson 5 page about NPC Spawning and NPC routing will give you more details.
As for the rest, I don't know.
 [COLOR=Royal blue] The Force will be with you, always.[/COLOR]
"Chewie " Bakker
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08-19-2003, 02:06 PM
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#8
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Long Haired Freaky Person
Join Date: Aug 2002
Location: Sitting in the back of My VW Microbus - In the Great White North
Posts: 2,646
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I higly suggest you read RichDiesal's through a couple times before you keep asking questions. After reading it about 3 times you get the gist of everything and it makes for a great improvment in your maps.
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08-19-2003, 03:06 PM
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#9
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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In other words, RTFM
Rich's page will help you out with almost everything.
Quote:
Originally posted by whitesaber
2) I'm having trouble with the elevator function. I did what you said. But every time I trip the trigger_multiple and the func_platform comes up to me, I walk on it and it doesn't go back down. I wait and wait and wait... But once I'm off of it, it finally goes down. :mad What's with this?!?!
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Is the trigger_multiple covering where the func_plat raises to? That's the only thing I can think of.
 [COLOR=Royal blue] The Force will be with you, always.[/COLOR]
"Chewie " Bakker
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08-19-2003, 05:53 PM
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#10
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Commander, Rogue Squadron
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
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Quote:
Originally posted by Whitesaber
2) I'm having trouble with the elevator function. I did what you said. But every time I trip the trigger_multiple and the func_platform comes up to me, I walk on it and it doesn't go back down. I wait and wait and wait... But once I'm off of it, it finally goes down. What's with this?!?!
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That's how func_plats work. They suck by default. Here's a tutorial on how to un-suckify them: mirror on my site or mirror on JK2Review site.
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08-20-2003, 12:33 AM
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#11
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White Dragon
Join Date: Nov 2002
Posts: 3,250
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Cutscene help and objectives help, also credits, other things right here Kengo's Tutorial 
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08-21-2003, 06:30 PM
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#12
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Join Date: Apr 2003
Location: The Cosmic Soccer Ball
Posts: 30
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Thanks
You all rock!!!! Just to show my appreciation, I'll let out a little tidbit of informtaion:
At the end of the map there's a lightsaber duel. I created a special dueling room just for it. Inside, I replaced the music with a combination of Jango's Escape and Chase Through Coruscant from the AOTC soundtrack. There are several func_rotates in the air as well as a func_train moving about the room in the air. This makes for an interesting fight. You can fight on the floor (makes the level seem Lucasesque with activity around you) or, for even more fun, you can jump on one of the floating platforms and fight on those. Yes, even the train!
Oh, another tidbit... there are 11 secret areas in this map. So, once I've completed it, be sure to keep your eyes peeled for inconsistant wall textures and stuff.
Now, to more questions:
1) I wish to insert fx_snow. Does this merely involve creating a trigger and having it target the fx_snow, or is there more involved?
2) Can someone please explain what a "portal" is?
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08-21-2003, 11:29 PM
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#13
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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portal n. A doorway, entrance, or gate, especially one that is large and imposing.
I know that RichDiesal's tuts mention a system/areaportal shader, if that's what you're referring to.
As for rain/snow, I've never put them in a map. Most of mine are indoors/
 [COLOR=Royal blue] The Force will be with you, always.[/COLOR]
"Chewie " Bakker
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08-22-2003, 02:27 AM
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#14
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Commander, Rogue Squadron
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
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areaportals are covered in Rich's tuts.
portals involve a shader face that shows some other part of the map...like a camera viewer or a mirror. I haven't done any experimenting with those (yet), you'll have to get details from someone else if you want them. It basically involves creating your mirror/camera surface and putting a misc_portal_surface entity really close to the reflecting surface. You can do more advanced stuff with cameras in scripts.
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