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04-02-2002, 04:39 AM
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#41
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Join Date: Apr 2002
Posts: 1
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You should wait for the official sdk because the Raven guys seem to have quite changed the BSP format. No, this is not one of those "don't do that it'll get you killed"-threads, I'll just explain:
The first four bytes of a BSP file are the so called magic code, the fifth is the version number. (Just open the map with a Hex editor)
For a normal Q3 map this looks like:
49 42 53 50 46 | IBSP Bsp version 46
But for JO:
52 42 53 50 01 | RBSP Bsp version 1
So I think something totally new has been introduced to the BSP format, otherwise changing the magic code sucks 
I chose to post it in here for all those unsuccesful mappers out there. 
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04-03-2002, 05:04 AM
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#42
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Join Date: Mar 2002
Location: Appleton, WI
Posts: 79
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TramDesign as listed under RTCW resources is now open for JKII Editing, mapping and the rest. We have 700 memebers in our forums and look forward to more. Although we are hosted by Planetwolfenstein, we are not a RTCW only resource but dev in all areas of game development. Our forums are not open to anon users so registration is a must, only one banner that you never have to see if you cut right to our forums.
Thanks
TramDesign

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04-03-2002, 10:34 PM
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#43
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Join Date: Jan 2002
Location: Canada
Posts: 24
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To the guy who said gmax is useless - I've poked around the pk3's, and saw many md3 files...what would be wrong with building your model in gmax and then converting it to md3 format?
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04-04-2002, 04:48 AM
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#44
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Join Date: Apr 2002
Location: somewhere in hell
Posts: 8
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i'm a tottal newbie, so excuse me for the qustion ^_^
does the Quake 3 map editor (Radiant), work for Jedi Outcast? I'd really love to make maps for it. Also, is it possable to use Gmax with JO?
So be it, Jedi.
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04-04-2002, 07:17 PM
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#45
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Join Date: Apr 2002
Location: England
Posts: 6
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no not untill redaint release it.
They said it should be soon.

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04-04-2002, 07:29 PM
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#46
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Join Date: Apr 2002
Location: England
Posts: 6
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Q: Hi i was woundering if JediKnight2-JediOutcast was going to be supported by Radiant as it is using the Q3 Engine Hope this can be answered soon as I am itching to make maps for JK2 thanks.
A:Nothing official at this time. It is very likely that we are going to
support JKII mapping to some extent though.
regards
TTimo
There you have it should be soon I hope
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04-04-2002, 10:26 PM
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#47
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Join Date: Apr 2002
Posts: 9
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I have read the tut and I made the skin ok and my skin shows up in the setup section...but when try to host a server it doesnt show up. I have 2 other skins that work. Please help.
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04-07-2002, 12:18 PM
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#48
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Guest
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bsp to map?
Is there a tool to convert a .bsp to a .map-file?
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04-08-2002, 07:43 AM
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#49
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Join Date: Apr 2002
Location: Melbourne Australia
Posts: 49
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A really good way to find solutions to problems you may (and will encounter with Radiant is to hit the level editing forums at www.quake3world.com and use the search function. Saved my butt several times.
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04-08-2002, 07:46 AM
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#50
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Join Date: Apr 2002
Location: Melbourne Australia
Posts: 49
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BSP to Map
INFERNOJHC, yes there is - you'll find a link if you do a search at quake3world.com in the level editing forums as I just mentioned. However, curved brushes do not convert properly and I'm fairly certain you lose all existing texturing as well.
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04-10-2002, 02:26 PM
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#51
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Join Date: Apr 2002
Posts: 9
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About lighting...
For those of you who dislike the lighting system in Q3, all you have to do is tweak your lighting. The lighting in the game is naturally bright, so much as to make it look realistic. It also provides eye-candy in some instances. 
7y13r vvuZ |-|3r3....
5c4rR3y!111!!!!!!1!1!11!!1
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04-11-2002, 09:38 PM
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#52
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Join Date: Apr 2002
Location: Dereth
Posts: 14
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tag for later
Niten Ryu
Level 72 UA, Winter's Ebb, Asheron's Call
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04-14-2002, 12:23 AM
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#53
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Join Date: Apr 2002
Posts: 29
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Ok, sorry if this is just really idiotic...but how are people making levels for JK2? I know you need Radiant, but has there been a build or a patch released for JK2, and if so where is it? Everything talked about in these forums or on other websites give very vague descriptions at best, and I'd like a concrete answer. I've never used radiant before since I never bought Quake III, but is there a setting somewhere in there to specify a new, unsupported game and add in it's pk3 file? Somebody help me out here.
- [PMV] Joker
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04-14-2002, 03:13 PM
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#54
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Join Date: Jun 2001
Location: Castle Damascus
Posts: 8
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Right, if I am going to be making Jedi Knight II maps should I install Radient into my Jedi Knight folder, rather than simlpy be using it from my RTCW folder?
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04-19-2002, 03:09 AM
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#55
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Join Date: Apr 2002
Posts: 9
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Getting it straight...
Here's a concrete answer, and a solution. NO, there is no editor that is a for sure editor for JO. You CAN use QRadiant and GTK Radiant in preparation for the SDK (Software Development Kit) to port your levels to it. You can also use UGG's JOMap utility (See JK2.net's home page, at top.) to port your Q3 bsp files over to JO's code. It's still kinda buggy, but works nicely. Just for kicks, tests, and some sabering, you can use JOMap, but I recommend waiting for the tools from Raven (If they ever release 'em...) for your more 'flashy' levels.
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04-21-2002, 02:04 PM
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#56
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Join Date: Nov 2000
Location: Here
Posts: 392
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Just want to shortly give you a positiv reply on this topic: I started mapping after seeing JK2 and reading this tutorial.
I hadn't mapped since early unreal days and even there my experience was very limited. With the help of Bubbas Tutorials and GTKRadiant I have mapped now for the past 2 weeks and I think my results are ok.
So if I can do it almost everyone can do as good. I don't know everything but I think I know enough to build the images I have in mind.
Just wanted to let you know
Tigris
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04-25-2002, 04:29 AM
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#58
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Join Date: May 2001
Location: Hun
Posts: 57
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Hi Force users,
Does anybody know from what site I can dowload document of JKIIRadiant. I haven't used it before. I would be happy with any help. 
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04-25-2002, 05:45 AM
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#59
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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Yeah, I'm new at this too. I downloaded the Toolkit a couple of days ago and used one of the tutorials to build 2 rooms, but I don't think I've done it correctly and the BSP part kills me with Windows popping up about 20 errors on me.
Learning the basics is a definite must.

"Chewie " Bakker
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04-25-2002, 07:00 PM
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#60
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Join Date: Mar 2002
Posts: 23
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How can I compile JKRadiant maps so I can run them in JK2?
I really can't work it out.
Please help.
CWO Corran
Vast Empire
www.vastempire.com
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04-30-2002, 03:54 AM
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#61
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Join Date: Apr 2002
Location: Vrtejba
Posts: 7
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Where can I find GTKRADIANT
I check all links in this topic but it doesnt work I gave a 404 error file not found
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04-30-2002, 04:03 AM
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#62
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Join Date: Mar 2002
Location: Appleton, WI
Posts: 79
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04-30-2002, 07:26 AM
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#63
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Join Date: Apr 2002
Location: Vrtejba
Posts: 7
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thanks 
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05-23-2002, 03:30 PM
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#64
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Join Date: Mar 2002
Posts: 88
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IM really new, but what is this GtKRadiant thing? I thought JK2Radiant was released? Why cant we use that? IM confused!
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05-28-2002, 07:27 AM
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#66
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Join Date: May 2002
Posts: 1
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How do I edit pk3 files? What utility do I use?
"Starved myself to look pretty, I did" -Yoda(TimeMagazine)
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06-16-2002, 11:16 AM
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#67
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Join Date: Apr 2002
Location: Look into the mirror.
Posts: 48
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WOW
Wow that you very much this has helped me alot. Since I am a newbi when it comes to to mapping this is going to help me alot.
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08-05-2002, 02:57 AM
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#68
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Octavarium
Join Date: Jul 2002
Location: Massachusetts, USA
Posts: 10,915
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Thanks for putting this up!
Last.FM - Ow, give up the funk
Let the truth of love be lighted
Let the love of truth shine clear
Sensibility
Armed with sense and liberty
With the heart and mind united
In a single perfect sphere
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08-18-2002, 08:59 AM
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#69
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Join Date: Apr 2002
Location: Netherlands
Posts: 50
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I just want a simple pk3 creator/editor but i cant find it!
I lost mine when a virus ate my HD but now i cant find ant no more! Can someone gimme url where to download one?
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08-27-2002, 05:06 PM
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#70
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Join Date: Jul 2002
Location: ~(40.14, -111.40)
Posts: 544
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pk3 editing
*.pk3 files are just *.zip files renamed, so if you grab any zip program and rename your *.pk3 file to *.zip you can open them, or better yet, tell your zip program that it can open all *.pk3 files.
Does that answer your question?
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03-01-2003, 05:50 PM
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#72
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Join Date: Feb 2003
Location: SoCal
Posts: 30
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Re: Getting it straight...
Quote:
Originally posted by lightside
Here's a concrete answer, and a solution. NO, there is no editor that is a for sure editor for JO. You CAN use QRadiant and GTK Radiant in preparation for the SDK (Software Development Kit) to port your levels to it. You can also use UGG's JOMap utility (See JK2.net's home page, at top.) to port your Q3 bsp files over to JO's code. It's still kinda buggy, but works nicely. Just for kicks, tests, and some sabering, you can use JOMap, but I recommend waiting for the tools from Raven (If they ever release 'em...) for your more 'flashy' levels.
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can i do this even if i dont have q3?
Give the wookiee a cookiee
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04-10-2003, 07:11 AM
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#73
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Join Date: Nov 2002
Location: Germany
Posts: 64
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04-11-2003, 03:10 AM
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#74
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Join Date: May 2001
Location: Hun
Posts: 57
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Thank you for giving me a share in your great hompage.
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07-31-2004, 01:02 AM
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#75
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Lurker
Join Date: Jul 2004
Location: Jedi Temple; Coruscant
Posts: 4
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Where should I go to get a tutorial for level making, custom skins, and mods? Also, what tools do I need, and can I download them off the internet without spending money?
Thanks!
-----Jacob
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