How to use JKedit     (Moderator: Gibbagobba) Previous Topic | Next Topic
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Post 07-Sep-2011 05:02        

Let me know if you could use any of my feedback or ideas with jkedit, but you're probably quite well educated with it.

btw: Off the subject, but as soon as Im done trouble shooting an ai for ZeroRaven Im going to give ONS a tune up, especially that key imposter in the distance lol! then it might be a little player friendly I hope.
Post 07-Sep-2011 05:03        

Gibba, if youd like a better banner, give me some ideas and i'll throw a few together for you.
P.S. thanks again dan, did you beat the Beta?
Post 07-Sep-2011 05:08        

sorry Im have been busy working on that ai but its getting closer to success but it still sucks, Im going to run the beta anyway first thing tomorrow morning and give it a run through. Sorry for the delay.
Post 08-Sep-2011 04:22        

Playing through the beta again with level 4, "DAMNNN!" its just amazing, I'll get back with you again shortly.
Post 10-Sep-2011 18:17        

Actually, I could use some level editing advice, especially since you made ONS entirely from JkEdit.
"Need a pro, here!"

Zero, if you can make a cool banner for the title, I'd be happy to use it!
If I was to have an idea for a design, something close to the JK title at the end of the first cutscene.
Post 10-Sep-2011 19:28        

When I was polishing up ONS I ran into some trial and error training but I use this now as a note if I want to create a multi-level project again. I was showing another member awhile back on how to use the level editor feature that stumped me but I kind of self taught some things about jkedit and I received some help from a couple of members to long time ago. Down below is sort of a tutor about the level editor that I used. Let me know if there is anything else that I can do for advice:






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Post 31-Jan-2011 13:11 Edit Quote
The Multi-level Editor is slightly complicated, but kind of self explanatory. What is important is in the Episode editor which is a tool in the tool bar above the edit window, is where you place all the level information that the JK engine will recognize as far as Objectives, Level Title and so on so forth. If I were you I would start out making a small one level project first for starters, if you are new to editing. What is placed in the Episode Editor will appear in the Multi-level Editor tool as well.



Here is an Example in the Episode editor:

MSGS 6
"LEVELNAME" 0 "1-Level Name"
"LEVELNAME_TEXT_00" 0 "^Objectives"
"LEVELNAME_TEXT_01" 0 "Mission"
"GOAL_01000" 0 "Your first goal"
"GOAL_01001" 0 "Your second goal"
"GOAL_01002" 0 "Your third goal"
END


(MSGS) is messages and the number of lines that corresponds to how many lines that are typed in.

(Level Name) will appear before you load the game.

(^Objectives) leave that one the way it is.

(Goal 01000) these are your goals and will appear in the objectives menu, it is important to have all text in parenthesis.

When you create the second level your goals should look like this:
"GOAL_02000"
"GOAL_02001"
"GOAL_02002"

Also its important to have A start cog, a goals cog and a end level cog. One thing that I recently discovered with the help of one individual that is far better with cogging than me, after days and nights of headaches of trying to figure this out is in your start cog. Edit the following where it shows this:

SetInv (Player, 99, 1000);

this is on the top section of your first start cog or master Cog. on the second level start cog change the parameters (1000) to (2000) and it should look like this: SetInv (Player, 99, 2000);
and would continue in sequence based upon the level #

This way the JK engine will recognize which objectives will go with what level. last but not least in your Start.cog look at this parameter:

SetGoalFlags (player, 0, 1); // Setup the First goals as DISPLAYED

repeat the same line but change the sequence to this:

SetGoalFlags (player, 0, 2); // Setup the Second Goals as DISPLAYED

This will show your objectives in the In-game menu. And as far as the Multi level editor goes, read the help section it tells you how to put each level in sequence. If it still is not clear let me know. I hope that this information will help.
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BTW: If I remember right I discovered a couple of nonorthodox tecqniques for creating archi in JKedit. Im going to keep trying to break barriers in JKedit as much as I can and I'll keep you updated on my knowledge the best that I can describe. lol!
Post 10-Sep-2011 20:15        

Thanks for the info. I'll look back to this as reference the next time I need it.
Post 17-Sep-2011 16:50        

I know a way how to make a door flush with the floor when the vertices will not meet the floor in some cases when you use the create door tool; say for example you want a 3x2 door, split an area on a wall surface a little more than 2-4 vertices when the grid is selected to .10 or default, change your grid pattern to edges only select the area you want to create a door with the grid pattern highlighted click on the most centered vertex on the bottom of the outlined surface an choose the second upper vertex directly in the center of your selected surface and then hit the auto create door feature.

Make sure that the vertices are evenly numbered on all sides, I noticed in some instances when I use 'edges only' on the grid pattern I had like 5 vertices on one edge and 7 vertices on the opposite edge of the surface, probably because I started out with a crooked split surface somewhere in the sector. Im going to work on a tutor on how to create an advanced architecture style of an entrance for you, a little trick I learned, unless you found out already..lol! Im going to start on it this weekend, but the only problem is Im running with an older graphic card and Fraps runs a little slow for me, but Im going to experiment anyway. Wish me luck.
Post 17-Sep-2011 20:22        

Good luck! lol

Yeah, that does sound a little complicated. Hopefully you'll be able to help.
Post 19-Sep-2011 04:55        

I just upgraded my Comp a little bit by introducing a driver for the graphics chipset that came originally with the Motherboard, it had no driver to begin with, instead I was using a very obsolete video card that I installed dated as old as 2002. I assembled my own computer in 2008, when I was using fraps the whole computer was extremely slow, now that I made a little modification I might be able to do my little tutorial for you. Now all I need is a microphone if you dont mind my voice. lol!

edit: btw, what type of video card are you using with your comp? I thinking about upgrading my whole system, but I want to make sure that I can still use JK, MOTS, and JKedit.
Post 20-Sep-2011 03:30        

@Zero Raven Love the banner, man! It's a bit cheesy, but that's what makes it good! I will definitely use this...
Post 20-Sep-2011 03:58        

Yep nice banner..that wireframe view sure looks familiar, heh heh.
Post 20-Sep-2011 04:01        

Glad you both approve. I have another banner in works. Its just a basic title bar banner, kinda like the Hub Forums banner. Oh BTW enjoy the news updates for PotF as well as the news, screens, and forum posts for JK Commando.
Post 20-Sep-2011 04:31        

I totally forgot about the JK Commando thing and that wasn't too long ago, I hope thats going well to, lookin great

BTW: Hey gibba, if you see this message I have a silly question, How did you get FRAPS to work while showing jkedit? It only works for me when a game is only in action. Im using a program called Camtasia but my antiquated machine hesitates to slow when I record with it, but its a nice program though.
Post 21-Sep-2011 01:37        

The latest version of FRAPS has a feature called "Monitor Aero desktop". That's how I recorded desktop activity.
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