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Old 10-26-2005, 03:22 PM   #201
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Well I will be posting the BETA test of the first map (There's three) - The Ewok Village - tonight after work...


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Old 10-26-2005, 05:35 PM   #202
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Hey CerberuS_21, hopefully the final map sizes shouldn't be too big...
It was originally one HUGE map, but I gave up doing it that way (too many problems) and now it is three separate map that are somewhat joined together - eg. should the Imperial team win the ENDOR BUNKER map, then the EWOK VILLAGE map will be automatically loaded and play will continue (though scores are reset) and if they win that map they are VICTORIOUS, if they loose play moves back to the ENDOR BUNKER map and if they loose again, play then moves to the third map the ENDOR SHIELD GENERATOR complex. If the Rebels win here then they are VICTORIOUS.
Play can oscilate back and forth. However, each map is playable as a separate entity all by itself.
Thats one of the main reasons I want to test the maps is to make sure this gameplay mechanic will work successfully, as well as working out team balancing issues and making sure that the objectives are balanced, since to win a map each team must capture ALL six objectives. Each objective can be captured by the opposite team and teams each start with 3 objectives already captured (Couldn't find a way to work around this).

Now all I have to do is redo the botrouting when i get home - repack the .pk3 file so there's no extraneous stuff in there and upload it to whatever sites are still up - most likely lucasfiles and jediknight2.filefront.com since pcgamemods is down. So look for it within the next 24 hours (I'll post links when its up)


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Old 10-27-2005, 12:13 AM   #203
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If you email me the files I'll post it on my page (kurganx@comcast.net).

(see sig for Strategic Academy)


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Old 10-27-2005, 04:48 AM   #204
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Um... It's about 24mb... e-mail limit is about 10mb here.
Any suggestions?
Looks like pcgamemods is valiantly trying to start up again! Not quite there yet!


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Old 10-27-2005, 05:10 AM   #205
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Well whatever works... I sent you a PM btw!


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Old 10-27-2005, 06:01 AM   #206
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Um... well I only have Yahoo and I don;t think that'll let you transfer 24mb files either... but hey! I've never tried it - could be wrong!
It's late though and I have to be up at 5am, so need to go to bed for tonight - hope to have this sorted by tomorrow as its all ready to go!


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Old 10-27-2005, 10:06 AM   #207
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The IM programs usually don't have a limit, but I could be wrong in Yahoo's case.

I offered 'cause it seemed like Pcgamemods was going to be your "only hope."

Whatever then, sleep tight!


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Old 10-27-2005, 02:54 PM   #208
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Yahoo has no limit. It's just fickle and has a really messed up alternate way of transferring in which it transfers to a temp spot on some server and sends your partner the link.


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Old 10-27-2005, 03:09 PM   #209
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Ahhh...
OK. Will try that.
Am also sending it to JK2files.com via www.yousendit.com


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Old 10-27-2005, 03:59 PM   #210
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Pcgamemods is back up again.


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Old 10-27-2005, 05:00 PM   #211
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Yes, but it's not at all working properly.

I tried www.yousendit.com but that timed out...
will try again after work.

Anyone have an ftp site I can upload to?


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Last edited by monsoontide; 10-27-2005 at 05:20 PM. Reason: More info
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Old 10-28-2005, 01:29 AM   #212
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DOWNLOAD 1st BETA

Download From Here 4 Now!

http://s5.yousendit.com/d.aspx?id=2W...F35R8JOQ5KTCHL

Any problems with the file, let me know ASAP!!!


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Old 10-28-2005, 04:52 AM   #213
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Well I offered to help... btw, was that you sending me the Yahoo request? I added "perseussociety" about an hour ago...


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Old 10-28-2005, 05:09 AM   #214
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Yep... Will send it to you now. Sorry haven't checked my Yahoo tonight


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Old 10-28-2005, 05:44 AM   #215
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I got the file, I can post it later today (Friday).

I noticed right off the bat that there is a big missing texture (half pipe shaped) inside each of the big colored "aura" objectives. The big half pipe thing standing on its side that appears to "follow you" as you move around it. That texture is missing on all of the object spots (I can post a screenshot in a bit if you don't know what I'm talking about).

I also noticed that several of the player classes don't have a face icon. Is that due to missing files?

In the readme you said to reduce space you removed the speeder bike, scout trooper and ewok. Can the map run without them or not?

I also noticed that you included the Death Star Trooper (the Dark Forces Mod style Imperial Naval Trooper with the sunglasses), Han Solo and Darth Vader (which one?). Will the mod crash without those? I thought I installed the mods you asked for in the readme and it crashed on spawn... I'll check my base folder to see what I've got.

Kudos!

Edit: "Missing" skins? (might want to double check these, and if they're not included please put in the exact URL of each one! I'll be uploading them to the site when I have confirmation from you which ones are needed!)

Not sure which Darth Vader Model you used...

Han Solo (JK2 model)

Imperial Commando

Also:

Imperial Commando (no goggles, reskin as an alternative?)

Not sure if there are any AT-ST's on the map, but there's an:

AT-ST Pilot skin


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Old 10-28-2005, 06:15 AM   #216
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Thanks!!!
Dang! Forgot about vader!!!
And the AT-ST pilot!!! LOL
and HAN SOLO!!!
Ahhhhhhhhhhhhh
knew I was forgetting a bunch of stuff!!!
OK - gotta go look up which versions used!
brb


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Old 10-28-2005, 06:26 AM   #217
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OK, It's VaderVM 2.1: http://pcgamemods.com/mod/11421.html - though the more recent ones should work as well...maybe...
it's mc_hansolo: http://jediknight2.filefront.com/file/Han_Solo;7779
AT-ST Pilot is at http://pcgamemods.com/mod/11250.html

You'll need all of them to run the map!!!
I'd pack them in but the download would be HUGE!!!


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Old 10-28-2005, 06:30 AM   #218
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Screenshots of anything missing would be great.
Did I not imclude the Imperial Commando?
I checked the zip before I uploaded and I was sure he was in there.
(Must be missing some other file... dang!)

Please let me know if you can get it working or not!!!!


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Old 10-28-2005, 06:33 AM   #219
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Okay you included the face shot of the Imperial Commando, but not sure if you forgot to include the actual model. I also noticed (I see your post now):

Had missing face shots:
AT-ST Pilot
Darth Vader
Han Solo

So I filled those in.

When I try to spawn a bot in so I can play the map, I get a "recursive error, MAX CVARS" though I am running OJP, so that might be the conflict (bummer if they're not compatible!) and the game locks up. I'll try it once more with the skins properly installed...

All I'm asking is a list of the needed skins IN the readme so people know which ones and where to get them.


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Old 10-28-2005, 06:38 AM   #220
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Still crashes. I'm going to remove all my extra pk3's and see what happens.

Oh btw, I did have VaderVM2.2 installed, perhaps that was the conflict?

Screenshots of missing textures:

http://strategy.jediknight.net/jka/mods/shot0023.jpg
http://strategy.jediknight.net/jka/mods/shot0024.jpg
http://strategy.jediknight.net/jka/mods/shot0025.jpg

Okay, cleaned up my base and swapped in only the files you said to use. Wish me luck!

Also, updated my downloads page with the files here:

http://strategy.jediknight.net/jka/downloads.shtml (scroll to the bottom)


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Old 10-28-2005, 06:54 AM   #221
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Hmmm, I get "404 not found" on those screenshot links.

Man, every time I release on of these maps, its a real challenge to get them so other people can actually play them successfully!!!


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Old 10-28-2005, 07:03 AM   #222
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Hey Kurgan found this...

Quote:
"I noticed while testing that with to many cvars set the server will crash and display an error message. Don't remember exactly but was something like: Recursive error: MAX CVARS.

I got this message after cycling trough all the gametype in Merciless mode. I then rewrote the cvardef code that AWE, CTF and DEM is using to get cvar values.

cvardef will set a cvar to the default value if does not exist which means that all AWE, CTF and DEM cvars will be setup even if default values is used. Add to that cvars that the other gametypes setup and the ones that Merciless set up and you get quite a lot.

cvardef in AWE 1.4.3 beta 2 will not set cvars that do not exist. Therefor I recommend putting // (two slashes) in front of all the lines in your config files that sets something that are the default value. That way you still have them in your config as a reference but they will not take up resources.

This will propably only affect people running many gametypes but with Merciless v.6 coming I suspect there will a lot more cvars added so you might aswell start going through your config files now to avoid future problems."

....

Also:

Re: Max Cvars
Reply #6 on: September 26, 2005, 05:22:09 PM
Reply with quote
Maybe this is what you wanted but just to clarify. It sounds like its running dedicated, which means you will only get that console to change maps and configure your server for other people to connect to it. If you want to run a server so that you can play as well while your running it you will need to set it to non dedicated server.

If you are using this shortcut from our site

"C:\Program Files\Quake III Arena\quake3.exe" +set fs_game pow +set dedicated 2 +exec server.cfg

Set dedicated to 0 instead of 2

....

And:

Re: Max Cvars
Reply #7 on: September 26, 2005, 05:25:21 PM
Reply with quote
Also if you are using custom scripts/configs and not the ones that come with JBPOW in the pow folder you might have too many entries in there.
Hope these help!


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Old 10-28-2005, 07:40 AM   #223
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Angry

Doesn't really help me at all, sorry (what's the URL of the place you got those from anyway?).

I'm not running a dedicated server. Ask about Max Cvars on the coding forum or ask RazorAce, I'm sure he can help.

Max Cvars MIGHT be resulting from a conflict between your map and OJP basic. Again, you should talk to Razor, get that ironed out. It may be that he can fix it. I hate to think I can't use OJP with your map!

Btw, I got it to work. I removed all the pk3's out of my base that the mod wasn't using, and guess what? It works!

However, oddly enough, the Sky texture and the ground texture are now missing!

Apparently you have those two textures in another pk3.. perhaps another addon map in your base! Oops.

You said it's hard to get mods working for other people. My advice is to do this... before you release something, clean out your base folder completely. Leave in only basejka pk3's like the assets files and the pk3's you're going to upload to whatever mod site. This will show you definitively if any files are missing.

I tried to take a screenshot of my base folder but PS is messing up for some reason, so here's the files I have listed (do you have any of these?)... some of these might contain the textures you were using! But you need to include those textures in the map...

Tell me if you have any of these in your base:
Quote:
atpt.pk3
battle-of-hoth.pk3
ctf_empires.pk3
ctf_taspir.pk3
DSSROTSSABERSOUNDS.pk3
mc_blasteh.pk3
ojp_animations_002b8.pk3
ojp_basicdlls_007b9.pk3
ojp_basicstuff_007b9.pk3
red_slushie_flags.pk3
sithcouncilv2.pk3
sjc_EIII_mappack_part_1.pk3
SJC_EIII_mappack_partII.pk3
user_Dynamicglow+Lightning.pk3
vaderep3.pk3
VaderVm2.2.pk3
Also, some kind of announcement or sound effect when you complete an objective would be nice. I couldn't tell when I was completing an objective or what. Those icons on the radar should disappear once you've completed them too probably... (and I notice on the Objectives menu map only the rebel ones highlight when you click on them... plus the icons are too big on the menu map).

The speeder bike is great, but (just like in SWBF) there is no room to ride it! You can go about two inches before you have to stop and navigate around some obstruction or ram into something. "realistic" or not, it's dang annoying. What's the point of a bike except to travel some long distance quickly? As is, it's kind of useless.

Finally, you may want to give Luke his "luke" hilt (that's a hidden one in basejka) and perhaps give Vader something else for his hilt (perhaps isolate a vader hilt from another mod and include it).


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Old 10-28-2005, 05:28 PM   #224
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Yep, not to worry, those are all the things that need ironing out...
Funny - I did record sounds (voiceovers actually) for when you complete each objective! + text should come up saying that you've done an objective.
Also since each objective can be captured multiple times, there's no point in them dissapearing off the map.
Not sure why the imperial icons don't show up... will have to look into that..
The speeder bike is there for if you want to use it - but its really for the MAIN part of the map (SIEGE_Endor_Bunker) which is much longer and has AT-ST's in it and log traps and the imperial bunker. The third part of the map is SIEGE_Endor_ShieldGenerator and has the Imperial Landing platform and the Shield Generator complex... Still working on both of those.
As for saber hilts... it's on my to do list! LOL
OK guess I'm gonna have to include all the extra stuff in the zip after all...
Will remake the pk3 file from scratch to make sure I have everything.
Will try and repost an updated ZIP file later today!!! Gonna be big though!

Thanks very much for your help... I do appreciate it!


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Old 10-28-2005, 10:16 PM   #225
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OK... I've rezipped the file, fixed the missing texture, made some fixes to some other bits and pieces and it's now available here with screenshots
http://www.pcgamemods.com/mod/16861.html
(Note: it does not include any of the extra files - you still need to download them separately!)


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Old 10-29-2005, 01:03 AM   #226
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Smile

WOW! Since I put it up there 160 people have looked at it and 7 people have downloaded!!!!
I guess its too much effort for people to read the readme and download some extra files... LOL

Working on the next map now!!! Hope to get all three done ASAP


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Old 10-29-2005, 06:11 AM   #227
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You could put all the extra files in a "resource" type pk3, but if it's all required for the mod anyway...

Yeah, remember, people are danged lazy! You've got to make it as easy as possible for them to get everything in one, neat, package.

Looks like the file only increased in size about a meg. Remember though, despite how lazy people are, they are willing to download 100+ meg "ownage" videos, and 90+ megs for a mod like MovieBattles 2!

As is the file I got before was unwinnable. In fact, those first few objectives stayed crossed out (2, 4 & 5?) no matter what you did.

To save space, make sure there are no "thumbs.db" files in there and that you've only included files required to run the map, nothing from basejka.

New sounds and music of course take up the most space...

PS:

-I'll check out what you've got now that I'm home and awake!

-Are you using HapSlash's improved stormtrooper model?

-Did you remember to put the grass texture and the sky texture in the main pk3? In the version I have, the sky and ground were missing, plus the underside of the wooden ramps was transparent... apparently all those textures were from other addon maps, but missing from the siege endor file!


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Old 10-29-2005, 07:33 AM   #228
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No those textures were custom made by me as well as the shaders and they're ALL included in the file.
I stripped everything out of the base folder except the needed files, tested it, repacked it from scratch, and tested it again.
Download the latest version from www.pcgamemods and see if that works better for you.
I am personally using Hapslash's stormtrooper & Imperial officer player models - but since they replace the standard ones, it doesn't matter if you use them or not.


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Old 10-29-2005, 09:41 AM   #229
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Okay after further testing with the new file (from PCGM),
I've found the following problems:

The grass and sky textures are still missing.
Perhaps they're not in the proper directories?
(See posted screenshots below)

Some walkways are invisible on the bottoms
(when viewed from below).

The "shaft of energy" textures are there now,
but they're very dark, not at all like in the
screenshots on PCGM! And just in case there
was any doubt, I did turn on r_dynamicglow 1
and turned on "show detailed shaders" and still
they look dark and drab.

For reference, I'm using an ATI All-In-Wonder 9600
(128 mb) with the latest (I think) drivers. 1024x768
res.


Minor stuff:

Han Solo's taunts are missing (he just has the
default Reborn taunts). Understandable as this
is a converted JK2 model
(most such models have goofed up taunts).

Might want to remind people not to use the biker
scout blaster, since it replaces everyone's pistol,
not just that of the biker scouts (and it doesn't
change the blaster bolt color of the pistol anyway...
it should be red!).

Major stuff:

http://strategy.jediknight.net/jka/m...tivesendor.jpg

Note when the map STARTS, those objectives are
already completed. And running over those shafts
of light doesn't seem to change anything after the
map starts. I do hear the voice over at the very
start, but no more after that. The map seems
unwinnable, as is, at least for the offense.

http://strategy.jediknight.net/jka/mods/shot0031.jpg
http://strategy.jediknight.net/jka/mods/shot0032.jpg
http://strategy.jediknight.net/jka/mods/shot0033.jpg
http://strategy.jediknight.net/jka/mods/shot0035.jpg

Now you see it.

http://strategy.jediknight.net/jka/mods/shot0034.jpg

Now you don't!

http://strategy.jediknight.net/jka/mods/shot0036.jpg
http://strategy.jediknight.net/jka/mods/shot0037.jpg
http://strategy.jediknight.net/jka/mods/shot0043.jpg
http://strategy.jediknight.net/jka/mods/shot0044.jpg
http://strategy.jediknight.net/jka/mods/shot0045.jpg


You mentioned that the NPC's don't attack,
which is true. They also are immune to Force
Powers (can't push, pull, or grip them).

It looks like you DID include the Imperial Commando
skin IN the main pk3. You did include the Endor sky
and ground textures BUT they are NOT showing up,
in the actual map!

Edit: links fixed


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Old 10-29-2005, 09:59 AM   #230
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Also:

One way to save some space would
be to just use the standard voice files
that say "the enemy has completed a
secondary objective" etc. rather than
your custom ones (or have the custom
voice files be a secondary file that would
overwrite the defaults). The objectives
are normally identified with onscreen text,
and custom voice files, while helpful, are
not completely necessary. Anyway, just
a thought.


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Old 10-29-2005, 03:36 PM   #231
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OK... in order to complete objectives, you have to HOLD DOWN the use key!
Just running through the beam will do nothing!
Can't do anything about Han Solo's sounds! I didn't make the model!
3 objects on each side are already completed. I wanted to make it a different way but it was making the objectives too complicated to get to work.
As for your missing textures, I believe you need to go to your "Gamedata/Base/Shaders" folder and open up the "shaderlist.txt" file and add "endor" to it! that should solve any problems.


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Old 10-29-2005, 04:04 PM   #232
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wow, Kurgan is a beta testing maniac.


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Old 10-29-2005, 10:27 PM   #233
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Actually, the texture problems are most likely due to the fact that...

ATST Pilot has bad shaders!

Observe these errors:

WARNING: R_FindImageFile could not find 'models/players/atst_pilot/holster_gun_spec' in shader
'models/players/atst_pilot/holster_gun'
Shader models/players/atst_pilot/holster_gun has a stage with no image
WARNING: R_FindImageFile could not find 'models/players/atst_pilot/hand_spec' in shader
'models/players/atst_pilot/hand'
Shader models/players/atst_pilot/hand has a stage with no image
WARNING: unknown general shader parameter 'models/players/atst_pilot/goggles' in
'models/players/atst_pilot/face'
WARNING: R_FindImageFile could not find 'models/players/atst_pilot/torso_spec' in shader
'models/players/atst_pilot/torso'
Shader models/players/atst_pilot/torso has a stage with no image

My red slushie flags stopped working after I DLed that model, and bad textures showed up on even default maps... You do the math.

PS: You missed off a } in the shader file. Hence bad errors.

Code:
models/players/atst_pilot/face
{
	q3map_nolightmap
    {
        map models/players/atst_pilot/face
        rgbGen lightingDiffuse
    }
A last } needs to be there. That fixes 'unknown shader parameter' and fixes other shaders this model breaks. As for the file can't be found errors... Well, I think we all know what's the problem (Files aren't there).

Furthermore, you forgot to make shaders for the team skins. It's missing shaders the default gets. You doubled the torso shaders (but put them under another name).


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Old 10-30-2005, 11:47 AM   #234
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Interesting. So I guess the Atstpilot(shaderfix) version on PCGameMods would be a better choice... (the work is already done for you!)


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Old 10-30-2005, 12:02 PM   #235
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Thumbs up

Quote:
Originally Posted by razorace
wow, Kurgan is a beta testing maniac.
Heh, I wish. I loaded up the map like 3 times, and downloaded 7 files!

Anyway, don't be jealous, I've spent countless hours on OJP.


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Old 10-30-2005, 01:19 PM   #236
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No. No the shaderfix isn't.

It doesn't FIX the shaders... It just nukes them all. That's not a damn fix, that's gutting.

I have the shader file fixed on my file, but I had to delete the bad hand_spec etc stuff.

Monsoon, do you have the three missing files? If you do, I'll be glad to make a fixed version.


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Old 10-30-2005, 03:03 PM   #237
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Bummer. Forget it then!


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Old 10-30-2005, 05:57 PM   #238
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If you let ,me know which files you need, I'll send them to you ASAP!
Sorry for all the hassle - part of BETA testing I guess... Sigh.
Has anyone actually managed to play the map?
I've been holding off on uploading fixes as I'm nearly done getting the 3rd map ready...
All the objectives are in and working... just have to add some more lights and fix a few things tonight and then it will be all go, so I thought I'd upload the fiexes at the same time.
Still, it won't be ALL happening until I get the MAIN map finished and that still need quite some work alas. Still each map is quite playable by itself.

Does anyone have any GOOD references of what the red generator things inside the bunker look like? (I need to rebuild the ones I have... Sunburn made them for me, but they have a super high poly count, so I thought I'd try and make them more quake engine friendly...)


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Old 10-30-2005, 06:53 PM   #239
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For the ATST Pilot, I need:

'models/players/atst_pilot/holster_gun_spec'
'models/players/atst_pilot/hand_spec'
'models/players/atst_pilot/torso_spec'

and that should do it.


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Old 10-30-2005, 11:12 PM   #240
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Quote:
Originally Posted by monsoontide
Does anyone have any GOOD references of what the red generator things inside the bunker look like? (I need to rebuild the ones I have... Sunburn made them for me, but they have a super high poly count, so I thought I'd try and make them more quake engine friendly...)

References.. you mean like from the ROTJ DVD? Or was it not shown in the movie?

I tried to play the map (as best as one could with only bots), but the missing textures and lack of recognition for completing objectives made me give up.


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