:Pc:Hello fellow modders, I just started modding JKA or mapping I should say. But I very new to this game (FYI - I like TES IV & Fallout3) and so I have a number of questions. So anyway I've started this urban area of Nar Shadaa, beacause I thought Nar Shadaa maps were missing:(. It's pretty large and I also tend to build a Swoop track around the area (like JSA's awsome Downtown Racing) I've built and possibly connecting to other areas to be built. By the way I'll put up screens soon). Enough talk here I go with some misc. questions:nodding:... 1)Is it possible to merge two or more map files together on GTK Radiant? 2)How would mapping on the whole GTK Radiant grid turn in-game or for our compile? 3)How do you add the glow to window and advertising texture and how do you do those spinning neon things? 4)I want to add NPCs to a MP map such as simple civilians with few or no fighting skills and gangsters such as The Exchange or The Sirocco (seen in KotOR II) and loner B.H. on the rooftops or chilling at the cantina...So: 4.a)How do you make these different NPCs? 4.b)How can you give for instance, a trandoshan doesn't use a saber but one of Revan Dark's awsome swords? 4.c)How would supress F.P. on gunbots (such as Just a Bot's awsome -again- gunbots mod)? Well I hope I'm not beeing to pushy for my first post and I will put some screeshots up eventually (fear not, with spoiler tabs:teach:)... Anyway I you are able to help me with these questions (and I hope posting that many questions isn't against forum rules - FYI I have read the sticky:deal:). :smokin:TomZero...
1) Yes it is. Open one map file and move everything away from the middle - this avoids having overlapping parts (which would be annoying) - and click File > Import and select the second map file from the menu. Rinse, repeat as necessary. Usually, you use this for prefabs, but it works with .MAP files in general, so you can merge maps so long as you have the .MAP files in the first place. 2) I'm pretty sure there's a limit for how large maps are, and I'm pretty sure you can't go for the whole 2^16x2^16, and even if you could, compile time would be huge. The larger and more detailed a map is, the longer the compile time is. I'm no expert on the ins and outs of the process, so maybe someone else could help on that. 3) Glow on windows is added through a shader. If you use window textures from the 'rail' level (iirc) then they have glow already added. Checking through the textures folder in assets1.pk3 and looking for textures with -----.jpg and then -----_glow.jpg are a dead giveaway. Not sure what you mean by the neon spinners, but if you got the neon texture and put it on a func_rotating then it'd spin...? 4) Right-click on the map and scroll down to NPC on the menu, then click the NPC you want there. use R to rotate them to whatever angle you want. 4a) Simply select a different NPC from the list detailed in 4) 4b) Learn to edit .NPC files (found in ext_data\npcs\ in the assets1.pk3) - changing the trando's weapon type to WP_SABER and weapon to whatever the sword is would work. 4c) Not a clue on bots, though there is some bot behaviour editing thing somewhere. In all, it seems that you are inexperienced in modding in general. A huge, sprawling metropolis might be a bit much for you - it's a pretty difficult starting point! Try starting small and working up to that, such as a duel map or small FFA. I don't mean to sound harsh but get to grips with basic mapping, basic text file editing etc. before making something this huge. I would also recommend going through RichDiesal's Mapping Tutorials to help you get the general ideas of mapping down. I'm not saying this project is impossible, just that it'll be hard. On a side note, some people won't have Revan Dark's swords, so the Trando would simply have a standard lightsaber. On top of that, many people don't like having NPCs spawning in maps without some control over it - NPCs can just be a plain annoyance when trying to play sometimes, and if there's an Tavion NPC spawner for saber practise, someone will unleash 20 of them onto the map, killing the 3 people simply enjoying themselves and then crashing the game.
Thanks alot Jonny2199 for your help. I am pretty knew to this JKA modding although I'd think of myself much better with TES IV construction set... I was originally going to follow your advice about smaller maps but my idea was to progressevely add different areas... About 4b) though what if (with proper authorisation) you included said weapon with the map? Anyway thanks again for your help...
If you got permission and put the weapon in the same .pk3 as the map, then everyone would see the trando with the sword you like.
That's the thing though my MAP & NAV files aren't there, I get other file extensions such as BKP & a Link Adress Map...
Linker Address Maps are ur map files silly :P
2) You'll most definitely reach some other limit before you reach Radiant's grid limit. Things like max brush limit, or max vis portal or max planes, for example. Unless you just have a huge box the size of the grid which is pointless tbh :P
Hey! My personal sandbox map is a giant cube the size of the radiant grid, and it certainly isn't a pointless map. =p
1: File>Import, as Jonny said. The desired map you wish to import will appear and will automatically be selected, so there's no real need to move the existing map.
2: The ID Tech 3 engine, aka the Q3 Engine, was not designed to handle Oblivion/Fallout3 sized levels. The reason it can't is because the game loads the entire level all at once, not just the small area you are in. You're better off making a small area only, maybe t2_rogue-sized.
4/4a: NPC_spawner entity, yes. Set the NPC_type key to the NPC you want, and check spawnflag 32 (cinematic). That willl make the NPC not attack or react to surroundings. If you want the NPC to respawn if killed, you'll need to give the spawner a targetname and a count of -1. Then place a trigger_always with a target matching the spawner's targetname.
4c: botfiles/botname.jkb is where the forcepowers are stored.
As a general rule of thumb, don't release your first map, and be wary about releasing your second. Any mapper will tell you this.
Hey Crazy Assassin, For 4c), thing is for some reason when I do edit these files and set F.P. to 0 for said bot, it seems to no effect in-game...
I R Scary Eyeball
16th October 2006
When you say spinning neon glowy things, I'm guessing you mean the holographic tickers where the text appears to rotate around a central column. Use tcMod Scroll (Or whatever the exact shader line is, search for it in the shader manual to see how it works) and apply it to a cylinder patch, it will appear to rotate smoothly.