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ForumsJedi Knight and Mysteries of the Sith Editing Forum → quest about doors in jed
quest about doors in jed
2006-03-13, 11:14 PM #1
ok so i have picked up jk editing again, well learning it again anyway, but this time round im going to learn how to make doors, now i downloaded the jk editing manual and im starting on the basic door but the problem im having is, its saying to do it the same way in the pics but the only problem is, it doesnt say how to get the box(s) the way their supposed to be so that you can start, is there something else i need to learn before i can start learning how to make doors? and also im sorry if this dont make sense, i tryed my best to explain it and also thanks in advance for any help/advice.
2006-03-14, 1:07 AM #2
Basic cleaving is needed for doors...adjoining/unadjoining might also help. Heck, read all of the basics article here on massassi.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-14, 1:23 AM #3
THE SHORT WAY:
...
This is the cheap way...but it works for beginners:

In JED, press the T key ( this puts u in THING mode ). Use the N ( next ) or P ( previous ) keys to find your door THING. Now, Press F9 - on that menu click the MISC tab, now click the MAKE A DOOR button.

This is a quick little feature that will automatically add: thingvalues, numframes, and frame1 and frame2 to your THING.

The door will now work in game.

...Added notes about the cheap way...

The reason this is refered to as the cheap way, as depending on the rest of your room SECTORS, it may give you a HOM ( hall-of-mirrors ) glitch effect. ( which is not good ).

...

THE LONG WAY:
[ See the JK Full Manual, Tutorials, Basics, Doors ]

-PaLi
JAS_Palidori
High_Councillor, Light Jedi_Master
JAS: Jedi Against Sith
2006-03-14, 1:27 AM #4
i have the jk editing manual,so i will look into the cleaving and adjoing and stuff and thanks so much for your help and advice
2006-03-14, 2:17 AM #5
I don't know if the basics section of the main massassi site is included in the editing manual (i hope so). This should be every JED rookie's first stop.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-14, 2:36 AM #6
thanks alot for the great help and advice, i have successfully made my first door, i still have alot of practise to do before i can get it just right but im going to keep at it and once again thanks :D :)
2006-03-14, 11:51 AM #7
how do i make the area that the door will go into not bigger than the door,as in where you cant hardly see the hole where the door is going unless you open the door? and once again im sorry if this doesnt explain it very well and thanks in advance
2006-03-14, 12:10 PM #8
never mind i got it :)
2006-03-14, 1:57 PM #9
You can make that area the size of a toothpick as long as the little box in the center of the 3do stays within that sector.

In special cases, you can even have 3do's render outside of sectors (with the sky surface flag marked).
"The solution is simple."
2006-03-14, 2:29 PM #10
when i adjoin 2 sectors like for my door when you open it and go through you go into another room, how do i make the wall on the other side transparent? so that you dont see it and you can go through? and thanks in advance
2006-03-14, 3:05 PM #11
Originally posted by jediobi1:
when i adjoin 2 sectors like for my door when you open it and go through you go into another room, how do i make the wall on the other side transparent? so that you dont see it and you can go through? and thanks in advance


You can create another sector, cleave a surface of the new sector so it matches your door frame, and adjoin, or you can just select your surface and extrude it (press x), which will create a corridor.

Did you read all the basics?
Wes Darklighter
|Theed|
2006-03-14, 3:09 PM #12
now im having problems with my door, i have everything set up right and the cog and stuff but when i go into the game and test it the door wont open
2006-03-14, 3:16 PM #13
Did you set up the frames properly? The two frames should have different coordinates.

This tutorial explains it well.
Wes Darklighter
|Theed|
2006-03-14, 4:51 PM #14
yes i did
2006-03-14, 5:11 PM #15
geez im such a idiot i think the reason why it wasnt working is cause i had the value frames instead of frame, but thanks alot for your help and advice
2006-03-14, 5:15 PM #16
yup thats what the problem was,now i just need to get these 2 sectors joined and passable, i did it a long time ago but i cant remember how i did it :confused: man getting older stinks
2006-03-14, 6:18 PM #17
is it posible to copy the sector i used to make the door and turn it around and use it to connect the 2 sectors?
2006-03-14, 11:37 PM #18
To adjoin sectors, their tangent surfaces have to be of exact the same proportions. You should really get the hang on cleaving and adjoining, before you move on to the more complicated parts. And always keep in mind that you are modeling hollow space, not solid matter. This will be important, when you try something like buildings with an inside and an outside.

I think someone should write a comprehensive JED tutorial that covers all the basics. Newbies seem to get lost in the flood of tutorials and don't see the right order to learn them. Maybe an order proposal for the available ones would already suffice?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-15, 12:12 AM #19
well took me a while but i got it and for now im taking a break to setup the first part of my lvl which, to me, is the easiest, the bar :)
2006-03-15, 2:15 AM #20
ok i got some counters in my bar and they have a bit of pink on them for some strange reason is there anyway i can fix this? and also2 parts of the counter are so long that they overlap each other is there a way to fix this aswell? and thanks in advance for any help/advice
2006-03-15, 4:45 AM #21
Your first problem is a colormap problem. You see, JK by default uses different palette files with 256 colors. If you use a texture in your level (like the one on the counter) that was made with a different colormap than what you are using for your level, color distortions will occur. You can fix it by applying the right colormap to your level (I think it's in one of the editors below or above the cog editor window in the JED menu, forgot which one (level header editor, maybe?).
Here's a short article about the problem: http://www.massassi.net/basics/colormaps.htm

The second problem can be fixed by seperating the counters some more (duh). If the movement steps are too large, you can adjust them (in a menu that pops up when hitting F4, i think). There are options for dot every, snap every, line every, etc...they are related to the grid...just play around with them some to see what they do. Measurement is in JKU, which is 10m. A value of 0.5 means thus 5m.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-15, 10:42 AM #22
the counters arent small enough to not real close to each other
2006-03-15, 12:00 PM #23
I don't get it. Screenshot?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-15, 1:49 PM #24
sorry for the typo heres the screenshot

[http://img477.imageshack.us/img477/6027/untitled9ef.jpg]
2006-03-15, 3:25 PM #25
Just cleave your room so that those three counters fit in. Or I guess you could create your own counters. That way you could get them to fit any room size.

Also, a word of advice: create a "Projects" folder in your Jed directory instead of tossing your projects in your Episode folder.
Wes Darklighter
|Theed|
2006-03-15, 7:19 PM #26
i do have a projects folder but i just dont use it,i remeber last time i tryed editing for this game i did it and they fit and looked perfectly and i think at the time someone sent me a bunch of files or whatever but i cant remember
2006-03-16, 12:21 AM #27
Why don't you remove the red counter altogether. There has to be some way to get behind the counters anyway.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-16, 12:42 AM #28
yeah jump :D
2006-03-16, 3:55 AM #29
Sure.
Oh, btw, you have to enlarge the room, if you want to make them all fit. There is no way to scale things. So, basically, what Wes already said.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-16, 3:58 AM #30
well i had a bigger room but i made it smaller cause i didnt like at how big it was and also i tryed getting rid of one of the counters and the only problem with that is,is that the end with out another counter against it has like a hole that you can pass through, in other words its not solid and its see through
2006-03-16, 7:51 AM #31
For such a small room why not cleave out the counters?
2006-03-16, 7:51 AM #32
Hmm, select another counter thing, then. Or you can rotate the one you already have by entering values in the PCH ROL YAW fields you can see on your screenshot. I think it's ROL that should be 180, but I'm never sure which value is for which axis.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-03-16, 2:36 PM #33
Pitch Rotates about the X axis,
Yaw about the Z axis, and
Roll about the Y axis
May the mass times acceleration be with you.
2006-11-27, 2:49 PM #34
hello everyone, its been a while since i was last here, but i have started working on my level again, after not being able to cause of school and other things, but my main problem is one i have already posted about in this thread, which is the pink stuff on the textures for the items, someone posted a link about it and i did what it said but it didnt help any, so if anyone has any other advice please let me know and thanks in advance for any help/advice.
2006-11-27, 3:50 PM #35
Originally posted by jediobi1:
hello everyone, its been a while since i was last here, but i have started working on my level again, after not being able to cause of school and other things, but my main problem is one i have already posted about in this thread, which is the pink stuff on the textures for the items, someone posted a link about it and i did what it said but it didnt help any, so if anyone has any other advice please let me know and thanks in advance for any help/advice.

The pink stuff is because the colormap of the counter 3do doesn't match the colormap of the entire map. Someone posted the link already: http://www.massassi.net/basics/colormaps.htm

You have to figure out what colormap the 3do belongs to. Since it's 06counter, try setting the colormap of your level, and all sectors, to a colormap that begins with 06.
2006-11-27, 3:54 PM #36
Originally posted by Brian:
The pink stuff is because the colormap of the counter 3do doesn't match the colormap of the entire map. Someone posted the link already: http://www.massassi.net/basics/colormaps.htm

You have to figure out what colormap the 3do belongs to. Since it's 06counter, try setting the colormap of your level, and all sectors, to a colormap that begins with 06.

yup that was it alright, thanks alot
2006-11-27, 6:43 PM #37
Yea, colormaps are an OLD and stupid idea for a game, as it provides all sorts of color limitations. If you look at some .cmp files somehow, you will see what colors are only allowed. This restricts true color greatly, chances are if you see pink you are using "dflt.cmp" which has several color "spots" as pink. Like so:

[Attached to this post is the colors for dflt.cmp]

Some 3do objects [.mat textures for the object] call for colors in the "pink" spots, and changing the colormap will change what colors are allowed to go into the pink spots. I think that the "nonpink" colors are standard for all colormaps.
Attachment: 14642/dfltcmp.JPG (29,329 bytes)
This is retarded, and I mean drooling at the mouth
2006-11-29, 12:13 PM #38
Originally posted by F-Body:
Yea, colormaps are an OLD and stupid idea for a game, as it provides all sorts of color limitations. If you look at some .cmp files somehow, you will see what colors are only allowed. This restricts true color greatly, chances are if you see pink you are using "dflt.cmp" which has several color "spots" as pink. Like so:

[Attached to this post is the colors for dflt.cmp]

Some 3do objects [.mat textures for the object] call for colors in the "pink" spots, and changing the colormap will change what colors are allowed to go into the pink spots. I think that the "nonpink" colors are standard for all colormaps.

makes sense, the thing that sucks the most though is that, though i fixed the pink, most of the mats when i preview them so i can see which ones i use, have gray on them from the counters i used in my bar area and also i have another problem, i put a bartender in the bar and it shows up in 3d preview but when i save it and test it in game it doesnt show up.
2006-11-29, 1:56 PM #39
I can think of two things that might be causing the bartender to not appear. Probably more things than that, but they aren't coming to mind right now.
1) Level-placed AI don't show up in multiplayer; there are special cogs to bypass this though
2) Bartender thing is not assigned to a sector (or perhaps just not the right one); select the bartender and hit 'A' to make jed give him a sector

I don't know much about colormaps other than what's been said, so I'm not sure how to help you with the grey textures.
May the mass times acceleration be with you.
2006-11-30, 4:48 PM #40
nope that didnt work and i have put a bartender in there before and it worked but not now, hmm strange, im going to keep trying

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