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The Massassi Temple: Jedi Knight Editing Frequently Asked Questions
Please choose a
section, or scroll down to view them all:
- How do I make
levels for Jedi Knight?
- The Code Alliance, at
CodeAlliance.ca (http://www.codealliance.ca) have a program called JED for
making Jedi Knight levels. JED is freeware, and very
powerful. This is the editor that most levels are made
in. The other editor is JkEdit (http://www.magicforce.com/) by Ole Thomasen. It's shareware, with a limit on how many
sectors you can create. For tutorials on JED, go the
Massassi Temple (http://www.massassi.net/) and click on the Tutorial link
in the sidebar. For Tutorials on JkEdit, go to the
tutorial section of Ole Thomasen's page (http://www.magicforce.com/tutorial.htm). This FAQ covers only level
problems with JED. For help with JkEdit level problems,
please go to Ole Thomasen's message board (http://www.magicforce.com/cgi/Ultimate.cgi?action=intro).
- What is a project
directory?
- When you save your JED
files, you should always use a "project
directory." Basically, a project directory is a
directory you use to save all files related to a specific
level. For instance, I have JED installed in
"C:\Jed\" - Under that, I have a directory
called "Projects." In my "Projects"
directory, I have a folder for each of my
levels-in-progress. Why have a project directory? Well,
when you gob your level, JED includes all the files in
the directory your .jed file is saved in (including
subdirectories) - so, if you just save your jed files in
the root of your C drive, JED will automatically include
all contents of your C drive. You'd then get a huge gob
file that would most likely crash your computer. From
this point on, we'll assume that you do have a project
directory.
- What is a GOB file?
- A gob file is simply a
non-compressed container file. It can contain all
different types of files that Jedi Knight uses, such as
.cog, .jkl, .3do, .par, .spr, .ai, etc. For more info on
these file types, visit the Unofficial Jedi Knight Specs
(http://www.codealliance.ca/Docs/jediknight/jk_specs/jkspecs.htm).
- What goes into the
GOB file? Why is it so big?
- JED copies every Jedi
Knight file type from your project directory into the GOB
file. This means that if you have a .txt file or a .doc
file in your project directory, it won't be in the GOB.
Same with the .jed file -- it is first compiled to a .jkl
file, then that is added to the GOB. The actual .jed file
is NOT in the GOB. Also, new sound (.wav) files are often
very big, so if you have a great amount of custom sounds,
your GOB will be much bigger. Custom textures also make
your file be much larger.
- I'm going to
release my level, how should I do it?
- First, download Winzip (http://www.winzip.com) or a similar program. Include
the GOB of your level, along with a readme file (found in
the JED directory) with all the proper info filled out.
Authors sometimes include other text files with sepecial
instructions or background info. You MUST insert the
readme from the JED directory or most sites won't post
your level - you'll be in violation of the LEC License
Agreement.
- I'm going to
release my level, who do I send it to?
- There are a few sites that
will post your level. Unfortunately, the number is slowly
dwindling. The Massassi Temple (http://www.massassi.net) will post any levels/mods
provided you follow the submission instructions (they
also post screenshots provided you send them in with your
zip file). Jedi Nights (http://www.jedinights.com) and JediKnight.net (http://www.jediknight.net) also post files. If you are
interested in a review, try the Admiral's Command Chamber
(http://www.commandchamber.net) or Hyperview (http://www.jediknight.net/review).
- Can I extract
things from MotS levels and insert them into Jedi Knight
levels?
- No. This violates the
license agreement, and if any site finds out you have
done this, they will take down your level. This goes for
cogs, 3DOs, levels, textures, and anything else in MotS.
- Can I extract
things from Jedi Knight levels and put them in MotS
levels?
- Since people MUST own JK in
order to own MotS, it is a general concensus that putting
JK components into MotS levels is acceptable.
- Can I take custom
components from other people's addon levels and use them
in my level?
- Only if the author gives
specific permission in the readme file, or is contacted
and says yes. Please don't take stuff without permission.
Most authors will give permission with no problem. You
can also download custom components that authors have
released to the public from The Massassi Temple (http://www.massassi.net).
- Why do players who try to join games of my multiplayer levels get "Players 1 of 1" when they try to join the game?
- You must have more than one walkplayer in the level. Be sure to put in plenty in interesting locations to make your level interesting and fun.
- How come I get a
"Could not load level" error?
- These errors can be caused
by numerous things. First, make sure you saved correctly.
First save your JED file in a project directory, then go
to Tools/Episode Editor and fill in all the information
you can. Make sure to enter a level and episode name.
After that, be sure to hit the "UPDATE" button.
If you do NOT hit update, the information won't be saved
(Do not choose "save" - it's for something
different). After that, save your JKL and GOB - if not
saving correctly was your problem, this should fix it.
Another way to find errors that can cause this problem is
to use JED's Consistency Checker. Go to Tools/Consistency
Checker. If ANY errors pop up, they need to be fixed. If
you are getting very odd, unexplainable errors like
chairs being created randomly, go to Tools/Options/Misc.
tab and make sure that that 'Check overlapping sectors'
option is checked. Then re-check the level for errors.
- How come my level
freezes up when I shoot or enter a certain area?
- First, do you have any
custom 3DOs in that area? Or visible from that area? Most
of the time, custom 3DOs that have errors will cause this
problem. If you DO have a custom 3DO, try deleting it,
then save and re-load the level. If this fixed your
problem, you will have to either find out what's wrong
with your 3DO, or re-make it.
Also, if you have a custom 3DO in the area, and deleting
it solves the problem, check the 3DO's template. If it
has no parent template, you will be kicked out as well.
Make sure all your new 3DO templates have parent
templates.
Solid color mats that aren't flagged correctly can also
cause this problem. If you have a solid color mat, on a
forcefield or otherwise, make sure that the GEO-mode is
set to 3. If it is set to 4, as normal mats are, you will
be kicked out of the level. Solid color mats can also
cause problems on 3DOs. If you created a 3DO with a solid
color mat on it, go back and check the geo-modes of each
surface, then re-export it.
- Why does the player
seem to ice skate in the floor?
- This is because the surface
you are walking on is not flagged as "floor" -
In JED, just click on the surface, press [Enter], and
when the Item Editor pops up, click on the surface flags
area, and check the "floor" box. If you have a
lot of surfaces that have this problem, go to Dr0id's
Stuff (http://droid.codealliance.ca/) and get the Vinkel plugin (http://droid.codealliance.ca/download/index.html). This plugin will search the
level for surfaces that are less than 45 degrees and flag
them as floor, leaving the other flags (metal, dirt,
etc.) as they are. Very useful tool, highly recommended.
- I still need help!
- Please visit the Massassi
Temple (http://www.massassi.net) and browse their Basic Editing
section and their Tutorials section. If you still need
help, please visit one of their message boards.
- What is a
"Thing?"
- A thing is a 3do that can
be added via the thing mode. All enemies, weapons,
powerups, ships, doors, elevators, and related items are
things.
-
- How do I insert a
new thing?
- When you create a new
level, it will be a box with one light, and one thing.
The thing is called the "walkplayer" - you must
have this in every level, so please just leave it alone.
To insert a new thing, go to thing mode (the walkplayer
will be automatically selected), hover your mouse above
the area you want to add the new thing, and press the
[Insert] key. This will add a new walkplayer. Now that
you have two, just change the one you just added into the
thing you want. While it is selected, press [Enter] to
invoke the item editor, then double click where it says
"walkplayer" - this will bring up a menu of all
the things you can add.
-
- I've inserted my
thing, but when I play my level, it is floating or
halfway into the floor.
- This is because you didn't
check the side views after you placed it. Once you place
it from any view, you must check it from the other views
to ensure that it is correct. Just use the [shift+number
keys] to switch to the different views.
-
- How do I make my
thing face a different direction?
- This is accomplished by
selecting it, pressing [Enter] to invoke the item editor,
then changing the pch, yaw, and rol values.
-
- I can't make my
thing line up exactly with the floor.
- This is because your grid
snap is not set low enough. Lower it to .05 or even .01
and you should be able to get it to line up correctly.
Some 3do's won't line up unless you go even lower than
that (for example, console1).
-
- My thing disappears
and reappears, what's up with that?
- 3DOs that cross sectors
will often disappear. Just move it so it is contained in
one sector, and it should be fine. Make sure parts of it
aren't extruding out into space, either.
- How come my
textures show up with pink/green/blue/etc colors all over
them?
- This is because of your
colormap settings. A colormap is a palette of 256 colors.
Since different levels use a different set of colors,
there are different colormaps for different texture sets.
An outdoor, rocky area uses different colors than an
indoor, imperial gray colored area. Unfortunately, it is
difficult to mix these types of areas and still have a
wide variety of textures. Anyway, go to Tools/Level
Header Editor and choose a colormap that corrosponds with
the texture set you would like to use. For example, if
you want your level to have the same colors as Level 1 of
Jedi Knight, pick the 01narsh.cmp colormap. Then, choose
textures with an 01 before them (01stud.mat).
- I've set the Master
Colormap, but some of my textures still have pink in
them.
- While each level has to
have a master colormap, each sector can still be set with
a different one. This is designed to be used with
complementing colormaps, such as the 01 suite. If you set
the master colormap, 3D-accelerated graphics cards will
display the level correctly, but then when non-3D
accelerated cards are used, the pink shows up. This is
because the individual sector colormaps are set
differently than the Master CMP. Just multi-select all of
your sectors, press enter, then choose the correct
colormap in the selection area.
- How do I line up my
textures?
- Texture Stitching is a
feature in JED that every author should become familiar
with in his/her beginning stages of editing. To texture a
room, simple double click on a wall (in 3D preview) and
choose a texture. After that, click on the texture once
again (single-click), press the semi-colon key [;] to
copy the texture, then click on another wall, and press
the apostrophe key ['] to paste it. This should copy your
texture as well as line it up.
- Stitching copies my
texture, but won't line it up properly.
- This happens every once in
a while, and so far no fix has been found. Try stitching
to an adjacent wall, then stitching from that one to the
"problem area" - oftentimes this will work
correctly, and they will line up. Be creative and try to
find other walls to stitch off of.
This happens when you have a surface with some odd
amounts of vertices, often caused by merging sectors of
surfaces. If you want to get rid of these annoying
vertices, get Vertex Assassin from the Code Alliance (http://www.codealliance.ca, the plugin is at http://www.codealliance.ca/download/cadl.dll?id=35, it's by UGG_BOOT)
- How do I make a
custom texture?
- Get an image editor, create
a bmp, then use the program called MatMaster (http://www.codealliance.ca/download/cadl.dll?id=25) to convert it to a mat file.
- My custom texture
looks fine in my image editor, but when it gets
converted, the colors are all messed up.
- When you create a custom
texture, you need to make it for a certain colormap.
Choose the colormap you are creating the texture for, and
extract it to a folder using JKGob (http://www.codealliance.ca/download/cadl.dll?id=22) or Conman (http://www.codealliance.ca/download/cadl.dll?id=4). Also extract any .mat file
that is in that colormap. Use MatMaster to convert that
texture to a BMP file, and load the bmp file into Paint
Shop Pro (there are other image editors, but this is the
only way I know to get the palettes correctly). Go to the
Colors menu, and choose "save palette" - then,
open your custom bmp file, go to colors, and choose
"load palette" - choose the palette you just
saved. This will convert your bmp to that colormap. Some
of your colors will be changed, but you have to work
inside the boundries of the colormap you are using. If
you are not happy with the color choices, try a different
CMP.
- I have a .mat file
from one colormap, but I want to use it with another
colormap.
- To do this, you will have
to use matmaster to map it to a different colormap.
Warning: this can mess up your colors, and you will have
to fix them yourself. Extract the CMP file you want to
convert it TO. Then, in MatMaster, click the Map to
Colormap button, and choose the colormap you just
extracted, then convert it.
- How do I
rotate/scroll my textures to different angles/directions?
- This is done using keyboard
commands in the 3D preview. Click on a surface, and press
the comma [,] and period [.] keys. This will scroll your
texture. To scroll the other way, hold down [Shift] and
press the same keys. You can use [Shift + arrow keys] as
well. To rotate it, hold down [Ctrl] amd use the same
keys. After you have rotated/scrolled one texture, you
can stitch it to other surfaces, and it should line up.
See
- How do I get
certain parts of my textures to be clear (see-through)?
- Assuming you want something
like the grate textures, where you can see through bars,
etc, to a different area, do the following: First, learn
how to correctly implement an LEC see-through texture.
You must put it on an adjoin. This means: there has to be
a sector on the other side to look INTO. If you don't
have a sector on the other side, you will get HOM (Hall
of Mirrors) - which is bad. So, take two sectors, adjoin
them, select the adjoin, then press enter. Change the
GEO-mode to 4, draw textured. Now, a texture should show
up on one side of the adjoin. You will still be able to
walk through it, however, so set the adjoin flags to
"impassable." Now, press [Shift+F] to select
the other side of the adjoin. Follow the same steps to
make the texture visible and to make that side
impassable. Now, texture both sides with an LEC
see-through mat.
Once you have that working properly, it's time to create
your own mat. Use a SOLID BLACK color anywhere in your
mat, and it should show up as clear in-game.
- I want black in my
custom mat, but for some reason it always shows up as
clear.
- This is because most
JK/MotS CMP's use black as their transparent color. If
you want a black color in your .mat, just use a color
that's off-black, like a really really dark gray (it
looks just like black).
- How do I make my
texture translucent (like the water surface in Canyon
Oasis)?
- As with the transparent
(grate) type surfaces, this has to be applied to an
adjoin. This will work with any texture. Set the GEO-mode
to 4, and then apply the texture you want to the surface.
Click on it, press enter, and double click in the
"face flags" area. Choose translucent. That's
it, you're done.
-
- How do I animate a
texture?
- For the default LEC
textures, JED will tell you whether they are multi-celled
mats. You must use a multi-celled mat. Add the texture,
then use the matanim.cog from the placed cogs (F7) menu.
Enter the required mat names and you are done.
- What's the easiest
way to create an adjoin?
- Adjoins are accomplished by
placing two surfaces directly on eachother, then cleaving
each so they match up. You then select the part that
overlaps, and press the [a] key. Newer versions of JED
also have a "join" function. Just place two
surfaces so they overlap, multi-select both surfaces, and
press the [j] key. This will join the overlapping areas.
What are the disadvantages of this? You don't have
control over where the surface cleaves go, and sometimes
the lighting/texturing can end up looking a bit funny.
- I placed a small
square sector inside a large square sector, but when I
play, the small sector won't show up.
- The Jedi Knight/Sith engine
does not let you place a sector inside of a sector.
Obviously you are a beginner at this stuff, so please
visit the Massassi Temple (http://www.massassi.net) and read their Basic Editing
section. After that, read the cleaving tutorial in their
tutorials section. If you still need help, ask a question
on one of their message boards.
- How do I make a
ramp/stairs/beams/etc?
- The Massassi Temple (http://www.massassi.net) has numerous tutorials on all
kinds of architecture, please go take a look.
- How do I make an
elevator/door/slashable grate/breaking glass/force
field/etc?
- The Massassi Temple (http://www.massassi.net) has tutorials on all of those,
plus more.
- I followed the
tutorials, but I still can't seem to get it right.
- Please re-read the tutorial
carefully, looking for something you may have missed/done
wrong. If you can't find anything, feel free to visit the
Massassi message boards and ask your question.
- How do I make a
beam fall/piece of architecture move?
- In Jedi Knight/Sith,
architecture cannot move. You must create a 3DO and make
that move.
- What is a 3DO and
how do I make one?
- 3DOs are 3D objects in Jedi
Knight/Sith such as the characters, elevators, doors,
enemies, ships, etc. Anything that MOVES in Jedi Knight
is probably a 3DO (with the exception of sprites, which
are 3D animations, and a few other things). To make one,
please follow the tutorial at the Massassi Temple (http://www.massassi.net).
- I just
downloaded/created a custom 3DO, how do I insert it into
my level?
- All 3DOs must have an entry
made into a template file (master.tpl for JK, mots.tpl
for MotS) before the game will recognize them. Please see
the Templates Tutorial at the Massassi Temple (http://www.massassi.net).
- How do I rotate my
3DO to face different directions?
- Mess with the Pch, Yaw, and
Roll values in the item editor.
- Why does my 3DO
disappear sometimes?
- 3DOs that cross sectors
will often disappear. Just move it so it is contained in
one sector, and it should be fine. Make sure parts of it
aren't extruding out into space, either.
- Why does my 3DO
show up as a small yellow box?
- This is because of an error
in your 3DO. If you have solid color mats, make sure the
GEO-mode of that surface is set to 3. If that doesn't
work, try re-making your 3DO from scratch.
- How do I make a new
enemy?
- Enemies are 3DOs that have
pup and key files for their animation. Since there is no
good 3DO editor/animator yet, it is not feasible to
create a new enemy from scratch. You can, however,
re-texture existing enemies, and modify certain parts of
them. This is called Skinning.
- How do I re-skin a
3DO?
- There is a Skinning
Tutorial at the Massassi Temple (http://www.massassi.net).
- How do I make a new
weapon?
- Weapons are 3DOs and cogs
put together. There is a tutorial for the 3DO part of new
weapons at the Massassi Temple (http://www.massassi.net), but as of yet, there is no
weapons-specific cog tutorial. Check out Darkness Falls (http://www.jediknight.net/darkfall) for a cog tutorial (it is in
the back issues).
- What is cog?
- Cog is a scripting language
used in the Jedi Knight/Sith engines. It is similar to C
in basic structure. All dynamic aspects of Jedi
Knight/Sith are controlled by cogs.
- I want to learn
cog.
- There are not many in-depth
tutorials out there for cog. Please learn everything you
can about implementing cogs before you try to create your
own cogs. Darkness Falls (http://www.jediknight.net/darkfall) has a cog tutorial that should
get you started in learning the language. Unfortunately,
cog is so in-depth and complicated that most people don't
want to spend the time writing the book that it would
take to teach non-programmers how to use cog.
- I don't think I can
learn cog, is there some place that will make my cogs for
me?
- Not like that. If you join
an editing group, or make friends with some coggers, they
will often help you out. Otherwise, you are forced to ask
for a cog on message boards, but those posts normally go
un-answered. Best thing to do is make friends with a
cogger, or learn simple cogging techniques.
- How do I make
water?
- Select a sector, press
[Enter] if you do not have the Item Editor on-top, and
change the sector flags to "underwater."
- How do I make the
surfaces show up as water?
- Select the adjoin above
your water, change the GEO-mode to 4, and give it a water
texture. If you want to make it see-through, check the
texture section of this FAQ.
- I have my water,
but now I want it to flow.
- This is done through sector
thrust. Please read the sector thrust/vector tutorial at
the Massassi Temple (http://www.massassi.net).
- Now that my water
is flowing, how do I make the surfaces scroll to match?
- This is done with a surface
scrolling cog. You will have to enter the vector
(direction) the surface will scroll in, the speed, and
the surface number.
- I want my room to
be colored red/blue/whatever color.
- This is done by setting the
sector tint to a certain color. Just select the sector
you want colored, and press [Enter]. Go to the tint area,
and choose a color.
- I've tinted my
sector, but you can't see the color unless you are in it.
- That is correct. If you
want to be able to see the sector tint from outside the
sector, you must trick it out. This is done by selecting
the adjoin you want colored, setting it's GEO-mode to 3,
and applying a colored mat to it. Now it shows up as a
solid color - to get it see-through, just select the
surface, press [Enter], and change the face flags to
"translucent." If you're using 01narsh.cmp you can
use 01yellow.cmp or 01redmap instead of the translucency method
- What's the
difference between lag and bad framerate?
- Lag is created when packets
in a network game either don't reach their destination,
or are so slow that it impairs network play. If you have
a ping of 300-400 ms, this is pretty good, and you
should't see much lag. When you do get lag, the other
players often jump from one point to another, and are
impossible to kill. Framerate, however, is dependent on
your computer/graphics card/etc. If you have a very
complex level, with tons and tons of surfaces and adjoins
and whatnot in view at the same time, the framerate will
drop, and the level will be very choppy in those areas.
To fix the framerate problem, work on making your
architecture and cleaving more efficient, tone down the
detail level, or put architecture in area's that will
block the view of some of the more complex architecture.
- What's the relation
between bad framerate and a laggy multi-player game?
- If your computer is running
at less than 30 frames per second, it can be causing
laggy games. Why is this? A packet comes to your
computer, your computer is busy chunking away at the slow
graphics. Since it is busy, the reply to the packet in a
network game can often be placed in a queue, for
processing when the processor gets to it. If your
computer is running at over 30 FPS, it shouldn't make
much of a difference, since the computer has time to
process all the incoming/outgoing packets.
- How do I test my
framerate?
- Press [T], then [Tab] then
type the word "framerate" - this will display a
number at the top of your screen. Watch it for a little
while to notice the things that cause it to drop (huge
firefights, translucency, complex architecture, etc).
- How do Lights work?
- In JED, switch to light
mode and place lights in sectors. Be sure not to place
them directly on an adjoin/thing/surface. When a light is
selected, press [Enter] to invoke the item editor. Here
you can change the lights properties. The most important
values are the range and the intensity. You will have to
experiment to get the lighting correct, but as common
sense will tell you, the range dictates how far away the
lights will be seen, and the intensity is the brightness.
After you place your lights, press the tools/calculate
lighting button. Then, your lighting should show up in
the 3d preview and in the game.
-
- I have a light in a
sector, but when I calculate it, everything turns black.
- Lighting data is stored in
the vertices. If you have a sector that is larger than
the range of the light, the light won't reach the
vertices, and therefore no lighting data will be stored.
Try raising the range and intensity.
-
- I calculated the
lighting, and most of my sector is now lighted, however,
one surface is totally black.
- This is because your light
doesn't have the range/intensity to reach the entire
surface. This problem normally happens on surfaces that
are very long with no vertices. There is a very easy way
to fix this, just select the surface and add a small
amount of extra light (like 0.1).
-
- I calculated the
lighting, and now my whole map is black.
- You didn't place enough
lights to show up, read the above question, and if that
doesn't help, go to the 3d preview/options menu and click
"fully lit." This won't change it in the game,
but in your 3d preview, everything will show up again.
-
- How do I do colored
lighting in Mysteries of the Sith?
- First, go to the 3d
preview/options menu and turn on colored lighting. Make
sure you have started a MotS level, and then read the
colored lighting tutorial at The Massassi Temple (http://www.massassi.net/tutorials/mots_color/).
-
- Are there other
ways to do lighting?
- Yes. You can use surface
lighting, which will add/subtract extra light to the
entire surface. This is good for darkening or brightening
an entire level or group of sectors. Just select a (or
multiselect a group of) sector(s) and press [Enter]. Now
change the extra light value at the bottom of the item
editor.
-
- How do I make a
blinking light?
- This is done by adding a
dynamic light (in thing mode) and adding a cog to it.
There are a couple of lights/cogs you can use, to find
the correct one, enter *light into the mask box of the
cog and thing selection screens.
-
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