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05-04-2002, 11:43 PM
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#1
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Join Date: Apr 2002
Location: Dallas Tejas
Posts: 123
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*READ ME* We need a sticky thread!
Hey, everyone.
Well, it's no secret that I have posted some off-the-wall questions cuz it's been forever (1999) since I used Radiant in any flavor...
To wit:
I JUST found out via search (thank the Maker it is fixed) that in order to have MP stuff you have to add the MP_entities.def in the project settings. I was dumbfounded until then.
Model info (how to add them, etc) is another one I must tear the site apart for. I'm going to add a TIE Fighter bay in my next map.
The 'hellfog' pit-of-death (trigger_hurt, dmg, -1) shiznit.
Common shader questions. Lord knows I've posted about 8 of those.
WE NEED A STICKY.
But I'm too busy with my map right now to do it...
Somebody go grab the Admin!
Pg
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05-05-2002, 02:43 AM
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#2
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Join Date: Apr 2002
Location: chicago
Posts: 229
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as you said in the other post....lets see how long it takes for this pleas eput a sticky of faq and tut sights to get buried...well this was towards the bottom so im guessing its getting buried pretty darn fast......so SHAMLESS BUMP....back up to the top..
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05-05-2002, 12:23 PM
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#3
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Join Date: Apr 2002
Location: Dallas, TX
Posts: 699
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stick
Finished Projects:
Sith Terminator
Awing
Tie-Interceptor
Y-Wing
Death Glider
Slave 1
Ep. 3 Jedi Starfighter
Current Projects:
T-16 Skyhopper
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05-05-2002, 12:59 PM
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#4
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Join Date: Apr 2002
Location: Dallas Tejas
Posts: 123
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Why dont we all start cutting and pasting some more common stuff in here when we have the time and then, when it has a few posts in it, we'll email a moderator and let them know about this thread? Sound cool?
Ok. I'll start first.
If you are having trouble creating a Multiplayer map (IE: dont know where the info_player_deathmatch entity is) here is the fix:
File > Project Settings has a lot to do with if a map can be used for SP or MP.
Specifically referring to that 'entitypath' field. Either SP_entities.def is used or MP_entities.def. Whichever one is used at the beginning of a map's construction may define its fate.
--> Thanks to FEXX for that answer.
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05-05-2002, 06:37 PM
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#6
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Join Date: Apr 2002
Location: Wherever the Freelance Police Are
Posts: 80
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keep this thread alive!!!! 
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05-05-2002, 06:58 PM
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#7
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Join Date: Apr 2002
Location: chicago
Posts: 229
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bump back up to the top you go.>>...>>>...>>>>
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05-05-2002, 07:02 PM
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#8
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Join Date: Apr 2002
Location: Dallas Tejas
Posts: 123
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How do I add music to my BSP map???
Answer using Duel of the Fates example:
Find the mp3 file in the assets0.pk3 file, rename it to something else, then place the Duel of the Fates mp3 in there and rename that to what the previous file was.
If that sounded confusing, I'll try and make it simpler
xxxxxxx.mp3 = name of music file you want to replace
Rename xxxxxxx.mp3 to something like xxxxxxxbackup.mp3
Insert duelofthefates.mp3 into same dir and rename to xxxxxxx.mp3
Not sure of that'll work, but it's worth a go, and you can always remove the file and rename the backup one to it's original name.
----> Thanks to Mal Brigand
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05-05-2002, 07:06 PM
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#9
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Join Date: Apr 2002
Location: Dallas Tejas
Posts: 123
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How Do I Play My Map??
Answer:
1. Load your map in JKradiant
2. Look at the tool bar and click on BSP>BSP FullVis, this will open another prog that will automatically compile your map.
It is in a dos style window and will close automatically when finished. DO NOT close it yourself or the BSP will not be complete.
3. Load JK2.
4. In JK2, pull down the console (SHIFT + ~) and type:
devmap whateverthefilenameis
Whateverthefilenameis should be the name of your map.
---> Thanks to Darkest_Knight
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05-05-2002, 07:34 PM
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#10
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Junior Member
Join Date: Jun 2001
Location: San Rafael, CA
Posts: 483
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There you go, it's sticky now...
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05-05-2002, 07:41 PM
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#11
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Join Date: Apr 2002
Location: chicago
Posts: 229
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thanks roger...you rock...ok people...only really post if you got something to say for the new mappers...as in a tutorial...or a faq youy keep seeing...lets keep this post uncluttered so its helpful. thanks
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05-05-2002, 08:49 PM
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#12
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Join Date: Apr 2002
Location: Dallas Tejas
Posts: 123
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Thanks, Roger. You Da Droid!
What is a Hint Brush and How Do I use it?
I'll give this a shot -
the q3engine creates a BSP - the bsp is created by compiling Binary space into square "portals" ( can't remember the size of them, but they are divisible by 64 ). A hint brush forces the bsp to consider any brush withint the hint brush ( read: boxed insode of the hint ) to be it's own portal - thus creating more portals and increasing vis time....but, it's WORTH IT.
Where this helps is VIS. If a single brush within a portal is visible by the player, then EVERY brush IN the portal will be drawn!
But, if you break up the problem portals with hint brushes properly, then only the brushes that can be seen in the portal will be drawn.
This is the SHORT version of how this works.
Let me rephrase a part of what I said there -
"A hint brush forces the bsp to consider any brush withint the hint brush ( read: boxed inside of the hint ) to be it's own portal "
What I meant to say was the engine considers a hint brush to be it's own portal, and any brushes contained within the hint brush is a part of that portal.
Here's the best example I can give about the use of hint brushes:
Lets say you have a map that is a battle field and in that battle field are a lot of trenches that players can use to move around the battle field undetected.
What I would do is use hint brushes IN the trenches and ABOVE the trenches. This way, the polygons that make up the trenches will not be drawn until you reach the point where you can SEE the polys that are covered in the hint brush....thus, speeding up FPS by decreasing your r_speeds. Same goes for the hint brushes on the areas ABOVE the trenches...if you were IN the trench, you can't see the polygons that are above you ( BUT the engine draws them anyway because you CAN see the portals that said polygons reside in ), so cover them in hint brushes
so the engine will NOT draw them until you jump OUT of the trench
Make sense? It takes a while to grasp the concept, but hint brushes are there for a reason....use them wisely my son.
You also should ALWAYS remember to use r_showtris 1 in game when testing your maps - that's the best way to actualy SEE what the engine is drawing and can help you find the spots that NEED to be covered in hint brushes.
----> Courtesy of twoshadows
More detail: http://www.planetquake.com/spog/stuff/technical.html
---> Courtesy of Vorax
Thanks, again, Roger
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05-06-2002, 12:22 AM
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#13
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Join Date: Apr 2002
Location: Dallas, TX
Posts: 699
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How do I set up my Project Settings?
To set up your project settings. Open up radiant and go to File>Load Project and then find the Tools directory and select the .qe4 file that you need. If you're gonna map for single player, then select StarWars.qe4 and if you're gonna map for multiplayer, select StarWarsMP.qe4. This will setup your project settings correctly for you assuming you have the game installed into the default Program Files directory. You'll need to restart Radiant afer you do this.
Finished Projects:
Sith Terminator
Awing
Tie-Interceptor
Y-Wing
Death Glider
Slave 1
Ep. 3 Jedi Starfighter
Current Projects:
T-16 Skyhopper
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05-06-2002, 11:07 AM
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#14
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Join Date: Apr 2002
Posts: 23
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Having problems with misc_model?
When you add a misc_model, a folder tree that let's you select the model appears. DO NOT USE IT!
Instead, add the model info manually using the "model"-key of the misc_model entity.
example
key: model
value: models/map_objects/ships/tie_fighter.md3
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05-06-2002, 01:32 PM
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#15
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Mysterious Mapper
Join Date: Aug 2001
Location: Belgium
Posts: 1,282
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Even better : use gtkradiant to choose your models, afterwards open your mapfile with jk2radiant 
Mapcenter:
http://www.map-center.com
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05-07-2002, 02:10 PM
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#16
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In-Transit
Join Date: Jan 2002
Location: Blasting out of trajectory in a suit of terracotta
Posts: 3,544
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Yep, same here I work on everything with GTK and let Jk2 create my BSP 
"Whatever action is performed by a great man, common men follow in his footsteps. And whatever standards he sets by exemplary acts, all the world pursues."
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05-07-2002, 02:42 PM
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#17
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Join Date: Mar 2002
Location: Wired Lamp Studios
Posts: 280
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To build the map, I mind meld with the computer through my Voratronic (tm) neural interface, then I use the force to compile it.
- Vorax
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05-07-2002, 03:57 PM
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#18
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In-Transit
Join Date: Jan 2002
Location: Blasting out of trajectory in a suit of terracotta
Posts: 3,544
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Whatever works for you
"Whatever action is performed by a great man, common men follow in his footsteps. And whatever standards he sets by exemplary acts, all the world pursues."
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05-09-2002, 05:25 PM
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#19
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Join Date: Apr 2002
Location: HEY YOU THERE
Posts: 651
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heres another good tut
http://planetquake.com/bubba/tutorial2.html
also i have compiled info on fog
1: fog can only have one VISIBLE side
2: fog that touches a sky shader doesn't show up
3: for volumatic fog with skys on three sides you need to split the walls into two brush a top and bottom like so
1= the top brush, 2= the bottom brush
| ''''''1''''''''|
| __2___|
the bottom cover with a say grass texture make a fog brush and have it be as tall as the bottom brush of your wall in the game the grass texute will be blured by the fog so it will just look like trees
4: make your sky box large
5:use yavin_white for thick fog and steam
6: hold shift and mouse1 on a fog shader to edit it chage the color number at the bottom of the fog you want to change to make diff colored fog
7: lot o fog eats up frame rates
-VIO
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05-10-2002, 07:20 PM
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#20
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Join Date: Apr 2002
Location: HEY YOU THERE
Posts: 651
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heres stuff to people woh get an error like this
Exceeded MAX_MAP_LIGHTGRID_ARRAY (1317888 >= 1048576)
look at this thread, i had the same problem (its no problem, but more a restriction)
http://www.lucasforums.com/showthre...&threadid=52573
the errormessage means that all of your rooms (inclusive: skybox) are too large together to be processed by the light compiler. Easiest solution: you have to decrease the scale of your rooms for some hundred grid units on all axes in your radiant editor.
-VIO
Last edited by VIO; 06-05-2002 at 04:56 PM.
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05-13-2002, 08:18 PM
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#21
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Join Date: Apr 2002
Location: The remnants of the Alderaan system
Posts: 94
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Is there any way to get the sodding camera actually pointing back at the bloody map? *tears hair out* Why is this interface is so flippin' clunky?
Apparently, the 3D view is supposed to move with the left mouse button... Nope. No matter what the mouse sensitivity is set to within JKIIRadint, the left mouse button does nothing whatseover in the 3D view... If I so much as touch the right button though, the whole 3D view disappears 3 miles into the far distance! Gaaaaah!!! Are these WinXP problems or am I doing something wrong?
Of course the other problem is that, JKIIRadiant seems to crash every 5-10 minutes (from all sorts of different bugs) so I can't actually get a map going, even if I could keep it on the screen long enough...
Ho hum... I never did any mapping for Q3A, as it really didn't inspire me that much so I'm a 'Radient n00b'. OTOH, I've made many levels for Half-Life, TFC, CS, DoD etc. but I never thought I'd be wishing for Worldcraft back!
What I really need is a proper introduction tutorial to JKIIRadiant. The one at http://jk2ed.jediknightii.net/bookofnoob.htm kind of ends just when its getting started...
Any help would be much appreciated!
Regards,
FatboyTim.
"Charming to the last. You don't know how hard I found it signing the order to terminate your life!"
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06-18-2002, 11:39 AM
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#23
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Resident Cynic
Join Date: Jun 2002
Location: I think this is "imagination"
Posts: 1,435
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...
BUMP! 
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06-18-2002, 12:01 PM
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#24
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Senior Member
Join Date: Apr 2002
Location: The State of Confusion
Posts: 1,124
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I sense a purposeful post inflation in the force...
(oops  )
 Mesa stupid!
On the bright side, it isn't dark...
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06-19-2002, 12:12 AM
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#25
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Resident Cynic
Join Date: Jun 2002
Location: I think this is "imagination"
Posts: 1,435
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HELP
ok... i am working on a map and when i try to test it, it claims the version is wrong...how do i fix this? plz help! 
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06-21-2002, 12:41 PM
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#26
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Join Date: Apr 2002
Location: chicago
Posts: 229
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well these two posts are really here for poeple to post small tutorials for people so people could sift thru 1 or 2 posts and the could get there answer....so if you need a questionmed answered that isnt in here start a new post.... as for your question.. update from version 1.02 to 1.03..
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06-22-2002, 08:58 AM
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#27
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Resident Cynic
Join Date: Jun 2002
Location: I think this is "imagination"
Posts: 1,435
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first, the number was like 16784325062879 and supposed to be 1, two, i'm 1.03, three, it was CSG Subtract
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07-12-2002, 05:38 AM
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#28
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Join Date: Mar 2002
Location: Rochester, NY
Posts: 45
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a common recurring question...
Standard Units of measure in JKII:
(as measured in any Radient Editor...)
Player Hieght - 58 units, passage hieght - 64 units
Player Width - 31 units, passage width - 64 units
Player Depth - 31 units, passage depth - 64 units
Duck Hieght - 41 units, passage hieght - 48 units
Jump Hieght - 40, 80, 160 and 320 units respectively for no force jump, and level 1, 2 & 3 force jump
Max stair - 18 units, 8 units is more common
Max hill - 45 degrees, higher is not possible to climb
Walk speed - 160 units/second
Run speed - 320 units per second
Swim speed - 170 units/second
Maximum water time w/o damage: 12 seconds, 10 seconds later, assuming full health, your dead!
Max Water distance: 2040 units w/o damage
These are the Radient Engine particulars and were gathered from a post on one of the quake forums. The Jump hieghts were determined from one of Rich Diesal's posts.
I'm assuming the are the same in JKII.
Hope this helps 
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07-22-2002, 10:35 AM
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#29
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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This thread is GODLY!
Keep it up! This is great!
There's some really great info in here, especially for the  s like me.
"Chewie " Bakker
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08-13-2002, 07:25 PM
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#30
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Morpheus
Join Date: Jun 2002
Location: Zion (Marin, CA)
Posts: 1,447
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Wow, great thread, very useful links!
"Unfortunatly, no one can be told what The Matrix is... you have top see it for yourself."
2003: Year of The Matrix!
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08-13-2002, 07:27 PM
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#31
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Morpheus
Join Date: Jun 2002
Location: Zion (Marin, CA)
Posts: 1,447
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Quote:
Originally posted by Spoon_Gouge
Standard Units of measure in JKII:
(as measured in any Radient Editor...)
Player Hieght - 58 units, passage hieght - 64 units
Player Width - 31 units, passage width - 64 units
Player Depth - 31 units, passage depth - 64 units
Duck Hieght - 41 units, passage hieght - 48 units
Jump Hieght - 40, 80, 160 and 320 units respectively for no force jump, and level 1, 2 & 3 force jump
Max stair - 18 units, 8 units is more common
Max hill - 45 degrees, higher is not possible to climb
Walk speed - 160 units/second
Run speed - 320 units per second
Swim speed - 170 units/second
Maximum water time w/o damage: 12 seconds, 10 seconds later, assuming full health, your dead!
Max Water distance: 2040 units w/o damage
These are the Radient Engine particulars and were gathered from a post on one of the quake forums. The Jump hieghts were determined from one of Rich Diesal's posts.
I'm assuming the are the same in JKII.
Hope this helps
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Wow, thanks for this info. I was trying to find this for days now! (actully, more like 2 hours....) 
"Unfortunatly, no one can be told what The Matrix is... you have top see it for yourself."
2003: Year of The Matrix!
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08-17-2002, 01:16 PM
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#32
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Join Date: Mar 2002
Location: Rochester, NY
Posts: 45
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A Very Usefull errors link...
Here's a great spot for radient errors that you MAY find in your Junk.txt file that's made when you compile. Originally posted by Monsoontide
Radient Eroors link
Spoon_Gouge
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09-13-2002, 04:09 PM
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#33
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Join Date: Jul 2002
Location: Bangor, WA
Posts: 740
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Strange - One of the first links I thought I'd find in here was one to RichDiesel's Tutorials. Astonishing that there isn't one, seeing as how hew's mentioned no few number of times in here.
So, here it is. Enjoy.
http://richdiesal.jedioutcastmaps.com/tutorials/
May the Mapper work with you... as opposed to against you!
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09-21-2002, 12:03 PM
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#34
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lunatic
Join Date: Sep 2002
Location: Pants
Posts: 1,502
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help with .pk3 please
help
i am having truble making a .pk3 file. I tried using pakscape but it doesn't work and i can't seem to figure out how to do it winzip. If anyone knows how to do it in winzip or another utility i can use your help would be greatly appreciated.
Thanks in advance,

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11-03-2002, 02:08 AM
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#35
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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Re: help with .pk3 please
Quote:
Originally posted by map maker 101
help
i am having truble making a .pk3 file. I tried using pakscape but it doesn't work and i can't seem to figure out how to do it winzip. If anyone knows how to do it in winzip or another utility i can use your help would be greatly appreciated.
Thanks in advance,
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I'm not sure, probably the best place to look would be in RichDiesel's General Concepts 102: Lesson 7 - MP Mapping/Basic Distribution. I've never done it myself.
The Force will be with you, always.
"Chewie " Bakker
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11-03-2002, 09:26 AM
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#36
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Pirate Flavored
Join Date: Apr 2002
Location: Rosemount, MN
Posts: 2,488
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question
i need help, whenever i put a model in my map, it isnt solid, when i tested it, i walk right through it
and exactly how do i make a sky?
thnx alot in advance 
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11-03-2002, 09:42 AM
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#37
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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Again, I turn to RichDiesel for help...
Try using a physics clip to make the model solid.
And to make a sky, look here.
RichDiesel's Tutorials are a must-see. It's too bad the lessons are "on hold indefinitely"
The Force will be with you, always.
"Chewie " Bakker
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11-03-2002, 10:08 AM
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#38
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Pirate Flavored
Join Date: Apr 2002
Location: Rosemount, MN
Posts: 2,488
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i dont under stand skys
i read the tutorial and i dont understand them, please explain it to me please, and thnx for the other response:cheer:
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11-03-2002, 10:25 AM
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#39
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Join Date: Apr 2002
Location: Melbourne, Australia
Posts: 373
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For legameboy...
It shouldn't be too difficult. "To utilize a sky shader, all you need to do is apply the sky shader from the Texture Browser to any given surface." If you make a room entirely of caulk, then apply one of the textures from the skies section to the ceiling ( CTRL+ SHIFT+ LeftCLICK on the ceiling), put in the walls, floor, a light source, and a player start, then compile, you should see a sky where you put the sky shader.
P.S. I replied to your question about caulk too.
The Force will be with you, always.
"Chewie " Bakker
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11-03-2002, 12:57 PM
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#40
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Pirate Flavored
Join Date: Apr 2002
Location: Rosemount, MN
Posts: 2,488
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ok thnx but one more thing, haw come in gtkradiant the brushes show up liek a regular square with a line down the middle instead of a nice smooth textured brush like in jk2radiant?
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