As for the JK3 mapping, I'm not sure if there has been released a Radiant for JK3, but if you want to make maps for JK2 go to www.qeradiant.com and download GTKRadiant. When they make a JK3 support you'll be able to open your map that you made for JK2 and compile it for JK3.
To make skins all you need is a good tutorial and a good picture editor (like Photoshop).
And to make mods, that depens what do you want to make. If you want to make a simple mod like replacing characters, there are plenty of tutorials as well. But, if you want to make more complex mods you need C++ and some programming skills.
See this thread:http://www.gamingforums.com/showthread.php?t=5669
May the GeForce be with you!
Beer is my ally!
Last edited by PHANT0M; September 27th, 2003 at 02:33 PM.
I've been able to "map" for JK3, I use that word loosely cause i'm able to map for it, I just can't compile it.. I just took the jk2radiant edited all the project setting lines to fit JA, Had to extract the textures out of assets1.pk3, models, music, shaders, out of there respective pk3 files, created a 'maps' folder within my base folder.. For the entity path I just used JO's MP_entities.def file, Cause I wouldn't think much has changed in the ways of entities in JA from JO.. If anyone has any ideas as to a way I can compile, I've tryied the paths in the 'StarWarsMP.QE4' file but with no success.. I've read that q3map2 has Jedi Academy support, but running a compiler on winXP is a pain...
There's your problem. You use JK2Radiant with SOF2MAP. Take it from me, you'll want GTK. It's compiler (q3map2) takes 15 minutes on something SOF2MAP does in 2 days. And fact is, the q3map2 version looks even better, runs smoother, and has smaller filesize, too. WHat more do you possibly want?
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