![]() ![]() The layoutstyle of one of my outside areas and its associated secret area under the waterfall was influenced by Kahn's sithcouncil map in jka. I got the Sith symbols for the 3 flags in the main room from wikipedia and modified them. ![]() Ter_rock2, ter_rock3, ter_mud1,ter_moss1, and ter_dirt1. Lastly, the five textures that I used for the terrain blending were SIMONOC's. The texture called "atl_wood" is Szico's Atlantica (got permission and readme included.) Loda and BK made the basic spacing the strafe pads distancing, although I modified it, In this updated version, I got a max edgelines error so I converted his caves into a massive. I used NAB622's cave prefabs in the map that can be obtained at the following URL: Rhiom helped me convert the bantha model to an md3 file because vehicles don't work in jk2. I used Mars Marshall's bantha model, which can be downloaded here: He also made the slablock series of five textures for this map.īoddo also made the rustic_semitransparent that went on my pipes and its env texture called envmap3.īoddo made the island room that you teleport to from the bar, its shader file called expl3terr, and its textures. I also used Boddo's "table" texture and two of his wood textures called ddtree2 and ddtree3, which are downloadable at his website. I used a couple of Elandain's textures that he has on jk2filesjk3files.īoddo made me a tutorial for how to make the CG-ish looking brick textures in the main room called n-wall1, n-wall2 and n-wall3. I used a couple textures from the Limelite texture archive I found at the Massassi temple. I used JediMediators's detail shader and two textures for one of my grass detail shaders. Inferno map since he released it for public use. I used JediMediator's efects file, gfx files, sound files, and textures for his giant bonfire looking thing that he used in his The remainder of textures I made myself or got from the following sources. Most of the textures in duelroom are from the default jk2 Yavin folder (or jka.) I needed to put them into a custom textures folder so that I could apply custom shaders so although there is a ton of textures in this map, most are default ones. LucasArtsStar Wars JK II Jedi OutcastGameDatabasejk2mpconfigĬredits: Stormcrow and Rhiom for making the council area. You can make these changes in you console or you can open the jk2mpconfig file to make the change more permanent in Reset it.) Alternatively you can type set com_hunkmegs 128. If you do, try some of the following:ġ) You may have to change com_hunkmegs to 128 to run this map (and restart your jk2 when you Map\file for both jk3 and jk2.ĪTTENTION: You may have trouble loading this map or you may not. It has basic duel rooms, a ffa area as well as some climbing challenges. The basic idea is a Yavin-ish style academy map that is set in the mountains. This is an academy map that is meant to be similar to my first map exploration, and the two maps' layouts are similar in many ways. MAP file for some reason, contact 'Aldro Koon' at our forums over at 732 downloads Other editors may NOT use this map as base for other maps, using reverse decompile methods. Otherwise, simply remove the PK3 from base to be able to play again. Singleplayer might not load properly due to a statue having a too long filename length (MAX_QPATH). ![]() While OpenJK is not necessary, it is highly recommended to increase that limit. Vehicle extensions too large simply means you have too many vehicles in your base folder. Just put the pk3 in GameData\base in your game directory. Contributor(s): Raven Software, PreFXDesigns, Milamber, Diego, Zefilus, Exonimus and all of as inspiration. ![]()
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