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Old 07-04-2002, 12:25 PM   #81
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Oh, ,and I had one more question - and this one isn't related to editing as such. Have you considered making the tuts downloadable? If I could get a printed 'bible' to work from, MAN would that ease my on-line time. Especially with the server down times.... Thanks again!


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Old 07-04-2002, 02:49 PM   #82
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I will likely make the tuts downloadable when they are all complete. I am going back and revising them fairly often, so this will likely be a good distance in the future.

I will be making tuts on all the things you described, but I am going to finish my current mapping project first. Once I have it done, I'll be able to write some tuts on scripting too, and I know a lot of people are antsy for some of those.

For music, select worldspawn, add the key "music" and set a value. Done.

For bot routing (for the time being), read http://jk2ed.jediknightii.net/botroute.htm

As for the door... hmm... your door completely blocks off the hallway, right? If it doesn't, an areaportal won't work (you'll get a HOM).

As for the triggerable trigger_push effect, that is done via scripting (and thus will only work in SP).

And the lightmap interpreter in the MP engine is much less complex and efficient than the one in the SP engine. That's just the way it works. *shrug*


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Old 07-04-2002, 07:19 PM   #83
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hi there...
at first:
great tuts they are very easy to understad (i am german and my english isn't the best ) and helped me a lot in working with the radiant...

here is my question:
bofer i tryed to map with the JK2R i mapped with Worldcraft for Half-Life...
in my JK2-Map i want to build a 360° arch... in Worldcraft i used the "arch-tool" but i don't know how to build this in Radiant...

any idea?
thanks...
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Old 07-05-2002, 01:49 AM   #84
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Quote:
Originally posted by RichDiesal
The only way to make sure that they are perfectly lined up is to make sure that the vertices (not the curves themselves) in Radiant are perfectly lined up. Even a fraction of a grid unit will cause problems.
The vertices match up perfectly in GTK, as do the manipulation points, (the little purple ones)


Quote:

Just a random guess, but you didn't use bevels for your curve and then make an endcap cap did you? And you made sure to add the cap after you'd manipulated the vertices? Failing either of those would cause a problem like that.
I used simple patches, moved the vertices then added the caps.
I did do a scale on the whole model tho, which i think must be the problem as it was ok prior to that. I've even tried deleteing the caps and creating new ones but there are still cracks. Its as tho one patch switches to a lower detail level before the other one, as at some distances/angles its fine, then all of a sudden the cap gos mad. ah well. thanks anyway, its just annoying to have something like this pop up when its essentially finished.
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Old 07-05-2002, 01:57 AM   #85
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Quote:
Rich, any idea why I'm getting this in my level? the patches are all lined up perfectly in the editor.
Your speeder can be as perfectly lined up as you want it to be, but youll have to have your game settings all the way up not to see those leaks. This is also apparent in the garbage whatever MP map, where you get the repeater. Those leaks dont appear when you have your game settings cranked up all the way. Its just how the engine works...


*Belch*
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Old 07-05-2002, 02:20 AM   #86
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Quote:
Originally posted by DarkSkywalker


Your speeder can be as perfectly lined up as you want it to be, but youll have to have your game settings all the way up not to see those leaks. This is also apparent in the garbage whatever MP map, where you get the repeater. Those leaks dont appear when you have your game settings cranked up all the way. Its just how the engine works...
I was puzzled by this as i thought i was running with them all cranked up so i just checked it, and I am playing on max settings. Interesting fact tho, i found when i turn geometric detail down to medium or low the cracks disappear. just bizarre.

thanks for the help

Sim
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Old 07-05-2002, 03:59 AM   #87
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Quote:
Originally posted by Winperator
[B]here is my question:
bofer i tryed to map with the JK2R i mapped with Worldcraft for Half-Life...
in my JK2-Map i want to build a 360° arch... in Worldcraft i used the "arch-tool" but i don't know how to build this in Radiant...
I'm not entirely sure what you're trying to make, but I bet you can get an idea in my Curves 201 tutorials... if you mean an elongated hole, just use the Hole in the Ceiling tut and turn it on its side.


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Old 07-05-2002, 04:28 AM   #88
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Regaurding the domed cieling tut -

I've encountered a couple of probs while following it, most of which revolve around the inverted bevel. You state in the tut that once the invert bevel is placed, you can shift-click the individual parts of the group to de-select them. When I try this, the editor selects whatever is OUTSIDE of the box. (IE if there is a wall behind the curve area where I'm clicking, it selects the wall, not de-selects the curve). So, is that a misprint, or am I doing something wrong?

Second, ,the one time I *DID* manage to get rid of the upper bevel (still not sure what I did differently... I'd have kept it but the editor crashed shortly thereafter...) I pulled the vertices as directed. Problem is this - You say drag the "other two" top vertices to make the dome. There's only ONE other top vertex that affects the curve, unless there's a way to placee another on the top row that you neglected to mention. THe only other vertex on the top row pulls the whole BOX toward whereever I drag it. SO again, ,what gives?

Ok, done complaining, and now awaiting an explanation. With, I hope, Patience.


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Old 07-05-2002, 04:32 AM   #89
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Oh, and I forgot one other puzzling thing... When I get the caps in place, then try to deselect them all with ESC, they ALWAYS get deleted as if I'd pushed the backspace. Any input on THAT issue would be good too.


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Old 07-05-2002, 04:45 AM   #90
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Ok, ,found the solution. I post it here only to answer anyone else's question.

In the tut, Rich notes that when you add the caps, ,they become a single function group. Well, just UNgroup them, and then delete the parts you don't want.

And I found that third vertex... was hiding behind the curve mesh, where I couldn't see it.

Sorry to take up valuable space on the thread.. but if it confused me, there's gotta be SOMEBODY else who got confused too....


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Old 07-05-2002, 07:58 AM   #91
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Oh hrm... still, those problems are just bizarre. You are using JK2Radiant and not GTKRadiant, right? GTK may handle these things differently (not sure though).

You shouldn't need to ungroup the curve to do that. It's actually much more difficult to work with curves without func_groups (especially when you have very small caps/curves that are hard to select on their own).

As for the caps deleting when you hit ESC, no idea. Shouldn't do that.


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Old 07-05-2002, 08:27 AM   #92
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the thing with them deleting, check you havent got patches filtered in the view menu. If you have as soon as their not selected they'll vanish.
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Old 07-05-2002, 11:02 AM   #93
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RichDiesel,

If you could load up the map in radiant and look at that intersection and tell me if you can figure out where those sparlies are ocmming from, id be appreciative.


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Old 07-05-2002, 03:04 PM   #94
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Yeah, I'm using JK2. Never did any mapping for Quake, so I never had GTK. ANd true, ungrouping them makes it harder to move them around (Gotta select'em each individually...) but as the old saying goes, if it works....


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Old 07-06-2002, 02:19 AM   #95
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Rich, can you help me with my map's wierd problems?
Using: JK2 Radiant
Map: MoC(?) Skyscraper Level
MP
FFA, JM, H, CTF/CTY(?)
Problem one: I am using the window textures that are used in the emperor's throne room in the deathstar map, found in the carin texture set. I cannot see out of them, and they are detail.

Problem Two: How to do ladders that work? I made the physical brushes and I made a ladder brush that the ladder is in but it doesn't work in game unless i don't know how to do it.

Problem Three: My elevator. Neither of the buttons appear in-game, the bottom one works to bring the elevator up, but it doesn't go down while i on it, and the top button doesn't work at all. I used Rich's button tutorial.
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Old 07-06-2002, 04:08 AM   #96
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One: A texture is a texture. You need a shader, not a texture. I don't think Raven included a shader to make that texture transparent, so you'll hafta make one yourself.

Two: I've never gotten a ladder to work, so I have no idea.

Three: Switches/buttons can't be used in the same way with platforms as with doors... you will need to make your platform into a func_static and script it to get it to work.

And no, I've never tried it, so I couldn't tell you how. There are several such platforms, however, on kejim_post and you can find the scripts in SPscripts.zip.

I will also note that if you're making a MP level, generally speaking, you should (almost) never have any switches, because that somewhat interrupts the flow of a map. You'll notice that most switches (like the insta-death areas in some of Raven's MP maps) are all simple presence - not an actual switch - for that very reason.


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Old 07-06-2002, 08:23 AM   #97
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hmm.... dang..... but the windows in the death star work! i tried the shader version of the window and i couldn't see out!
hmm... i guess you'll have to just jump up.
so what should i do instead? a bad staircase?
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Old 07-06-2002, 03:45 PM   #98
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Hey Rich? Nice tutorials man... I just have a few questions of my own...

1.) In my map your player has to escape from his cell, he has to find a vent to do so but he doesnt have any weapons to do so. And he starts off with limited force power... As he progresses through the stage he will find some more of course... But I want to know how to make a brush be destroyed by force push... I've tried breakables but it seems the only way is setting them to glass ^^*. Any Idea's?

2.) Is making a script (one that prints a message.) The same as Target_Print in Radiant? Does it have better features or...?

3.) I tried makeing a hover bridge... However my script seemed to make the bridge take off the far horizon! ^^*... LoL what's the deal with that? BTW im trying to make it Act like the abandoned hovercraft when you first get your lightsaber in SP.

4.) On that bridge I also want to make it so when you destroy the four generaters the bridge will fall to the ground shortly after... How would you do that?

5.) How do you manage to work on your map with all these questions?

Thank you
-----------
Sorry also forgot to mention... What do you and that other guy mean by 3fps? Area portals? In all the tutorials I've read I don't belive I heard anything about these...
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Old 07-06-2002, 05:00 PM   #99
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1) That would be best done by scripting... give a force_push activated script to the breakable that activates it when push is used on it.

2) Scripting muuuuch more complicated. Scripting can make in-game cutscenes. Scripting good.

3) What's the bridge do? You probably don't need to script it... would likely be much easier to make it a func_train with a few path_corners to give the illusion of free floating.

4) Ehhh... well if it's a func_train, that wouldn't work. You would need to make it a func_static and script it to move between navpoints on its own. You would then need the breakables targetted at a target_counter that, once the 4 breakables had been broken, would flush the original script and instead make it fall.

5) I don't. The problem is that when I run into problems, I have no one to ask, so I just sit and stare at it and get frustrated. I am current working on ffa_archives, though, and need some help with it. There's a thread in this forum (REQ: Information on Jedi Archives I think it's called) that it would be GREAT if you could help with the request there.

----
Read my tutorial on doors. It goes over areaportals.


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Old 07-06-2002, 05:21 PM   #100
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So you have finaly done it Rich, you have converted me to JKRad!!
Sooooo many things I did yesterday, getting NPCS to move were I want them to and Spawning them

All I need now it a trigger_once to activate a cutscene then I will be happy, any insights??


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Old 07-06-2002, 07:45 PM   #101
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Quote:
Originally posted by RichDiesal

Three: Switches/buttons can't be used in the same way with platforms as with doors... you will need to make your platform into a func_static and script it to get it to work.
Actually i did it differently. I just created an elevator with func_door. I didn't like func_platform, so i did it like that. It works almost the same as func_platform, only you have to set the angle to -2 for up and -1 for down. Then you set the lip value to the distance you want it to go.

If you use this method you can do things like the buttons, as in the door tutorial. Plus you can set the wait value, so the platform stays at it's destination as long as you want.

I believe this is how Raven did the elevators in Multiplayer.


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Old 07-07-2002, 12:57 AM   #102
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shdw could you clarify? that might solve my problem
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Old 07-07-2002, 02:03 AM   #103
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That would be best done by scripting... give a force_push activated script to the breakable that activates it when push is used on it.


Care to elaborate? The breakable doesnt have a trigger to when you force push/pull it... A func static does... but that doesnt break... Sorry I still have alot more things to learn ^^*
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Old 07-07-2002, 02:32 AM   #104
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Quote:
Originally posted by Anakin
All I need now it a trigger_once to activate a cutscene then I will be happy, any insights??
Should just be a trigger_once targetted to a target_scriptrunner with your cutscene's script in there... what are you having trouble with?

Quote:
I believe this is how Raven did the elevators in Multiplayer.
Raven just used func_plats. There are no actual switches or func_usables in any of the MP maps they released (none that I noticed anyway).

Quote:
Care to elaborate?
Well a breakable doesn't do it that way... a breakable breaks (it is coded into breakables) when it is used. Thus, you just need to use the breakable for it to shatter. You need to make a script on the breakable that activates when force_push is used on it - when run, the script will activate the breakable (causing it to explode).

I haven't actually tried it, so it will likely end up being a bit more complicated than that, but that should be the general form.


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Old 07-07-2002, 03:38 AM   #105
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RichDiesal,

Do you know why my custom textures show up in SP, but not MP? Do they need to be in a pk3 or something?

thanks
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Old 07-07-2002, 03:46 AM   #106
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Quote:
Originally posted by Wes Marrakesh
shdw could you clarify? that might solve my problem
Ok, let's see. I didn't invent this myself, i just read it on the forum a while ago.

Just make a brush for you elevator, then set it to func_door. Now you can do two things:

1. Put it at the place you want it to end/stop. The destination if you will.
2. Put it a the place you want it to start. The beginning.

I suggest just putting it at the starting place. That's easier(for me anyway).

Now if you want the elevator to go up set the angle to -2. If you want it to go down set it to -1.
Then measure the distance from the starting point to the destination point, including the brush itself. To do this draw a brush from the bottom of the elevator brush to the top of the destination. Or the other way around if the elevator is going down. Now check the lenght of the brush by pressing Q(that should show the size values of the brush). The Z value should be the one to use. All of this is similar to the method Richdiesel uses in his func_plat tutorial.
Now, take the Z value and use that as the lip value for the func_door. Add 2 gridunits to this value. So if the z value of the brush was 512 the lip value should be 512 + 2= 514. This way the func_door will line up perfectly with the destination point. Don't ask me why, i don't know. Enter the lip value in the entity window.

So now we have a brush with func_door at an angle of -2 and a lip value of 514. This means we have a platform that will move up 512 gridunits.

Now you can set things like speed, wait and delay. Set this however you like it. And you should also be able to set buttons(func_usables) the same way Richdiesel does in his func_door tutorial.

That's probably the best i can explain it in words. If you need more i'll try putting a little tutorial together myself, with pictures.


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Old 07-07-2002, 05:09 AM   #107
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%^$#&^ Good tutorial, i think i will do that with my frieght elevator because right after i posted the clarification request, i made my elevator work with func_train! oh well, it'll probably help others, especially those doing sp
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Old 07-07-2002, 08:06 AM   #108
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Quote:
Originally posted by silverwest
Do you know why my custom textures show up in SP, but not MP? Do they need to be in a pk3 or something?
They do, but you can get around that by entering the console command "sv_pure 0" before launching the map while testing in MP.


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Old 07-07-2002, 08:54 AM   #109
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And today's strange but unadressed problem... (Can you tell I'm new to this mapping thing? )

As you may remember from previous posts, ,I map primarily for MP Duels. However, after REALLY looking at the map I made, I discovered that I could easilly convert it over for a small CTF, FFA, and so on map. So, then I discovered that, so far as some entities are concerned, I dont know what to place where.

For example, for a duel map, I just place two info_playerstart_deathmatch (I think that's the right name...) entities. One for each player in the duel.

But for CTF?
FFA?
TEAM FFA?
Everything else???

I just don't know. And here, I need the help. Just a list of the entities required to get those different games underway. Thanks much!


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Old 07-07-2002, 11:13 AM   #110
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Ahh, an easy one.
http://richdiesal.jedioutcastmaps.co...gc102lsn7.html

You'd think you'd have gone through the tutorials since you're posting in a "questions about the tutorials" thread.


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Old 07-07-2002, 11:17 AM   #111
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Uhhhh... I must have missed that part....

Well, at least it gave you ONE easy question today!


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Old 07-07-2002, 11:39 AM   #112
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Ok, now that I've already made myself look like an idiot....

In the team entity list, there are three types of entities. Flag, player, and spawn (blue and red for each). The flog is obvious, but which of the remaining two do I want to use for respawn points? It would SEEM that I want the spawn ones, ,but you know what they say about assumptions.....

And what's the Neutralflag for?


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Old 07-07-2002, 04:12 PM   #113
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It's tricky. As I understand it, use redplayer/blueplayer for where you want players to spawn when a new CTF game begins... use redspawn/bluespawn for where you want players to respawn later - although I think if there are no bluespawn/respawns, it will default to blueplayer/redplayer.

neutralflag is for ctf games where the team that wins is the one that holds the one flag for the longest amount of time... don't think that's supported in JK2 tho.

Note that I've never actually tried these things, so you might want to experiment first.


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Old 07-08-2002, 12:49 AM   #114
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This is gonna make me look like a stupid...

How can I make the fx_rain sound like one? U newer told that in your tutorials!

Also how can you make it so that when you kill someone it loads next level?


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Old 07-08-2002, 03:58 AM   #115
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I once again take time to throw a question out, ,as it could be a good thing to know. Just what is the scale for the maps? What I mean is, how many grid units would a foot be, for example? There isn't anything more frustrating than making an intrricate passageway, testing it, ,and finding that you can't walk through it because it's too small. And moving all those brushes to make it higher takes FOREVER, and you inevitably miss one or two, so you gets leaks out the wazoo!

Can you tell this happened to me?

So if ANYONE has an idea or a definate notion of what the scale is supposed to be, how about filling us ALL in?


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Old 07-08-2002, 08:44 AM   #116
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Making rain sound like rain is like making anything else sound like anything else. Make a target_speaker, get an mp3 that sounds like rain, and loop it. You can also make an ambient rain soundset that the player activates when he walks through (which is the easier way to do it, really - look at the trigger_once that Kyle starts inside on kejim_post), or you can place individual ambient rain target_speaker entities every 400 units or so scattered all over the ground.

As for scale, I have no idea. Generally speaking, you should be compiling with partial VIS every time you add any major architectural section to your map (easiest way to prevent leaks), so after you build your first room, you should have already played and resized that room accordingly. Then just use your first room as reference. You can also use the size of the info_player_start to figure out roughly the height of the player (although the info_ is a little shorter than it should be) in relation to everything else.


There are three things that I paricularly hate: kids, animals, and women with attitudes.

http://richdiesal.jedioutcastmaps.com - Map Showcase and Tutorials!
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Old 07-08-2002, 10:52 AM   #117
Wes Marrakesh
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how do you take radiant screenies?
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Old 07-08-2002, 01:38 PM   #118
RichDiesal
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Same way you take screenshots in any Windows application. Press Alt+Printscreen to copy a picture of the current window (or press just Printscreen for your full screen) onto the clipboard, then load up Adobe Photoshop, MS Paint (or another paint program) and paste the screenshot.

Clip the image as you see fit.


There are three things that I paricularly hate: kids, animals, and women with attitudes.

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Old 07-08-2002, 10:47 PM   #119
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Post Some answers to questions...

For those who are looking for player specifics in mapping, try here: Player specifics
Now these are Quake specifics, but I don't believe it will matter in JK2 (except with force enhanced jumping, running etc.).
Someone was looking for ladder specifics. I posted a thread out in this forum on ladders and got a tutorial from a Star Trek Elite Forces site that answered my questions. Read the thread here

Hope this helps...


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Old 07-08-2002, 10:53 PM   #120
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Question Some questions of my own...

Rich,
I like others on this site have moved to GTKRadient. I moved for a pretty specific reason (although niether one is perfect). My problem is that the textures in system (i.e. the caulk texture) were not showing up in the selection window when I selected the library. In fact, I get only about ten of the availiable 30 or so textures when I use that library. In GTK, I see them all. Can you shed some light on what's up here?
Spoon Gouge


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