Readme File:
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JEDI KNIGHT 2
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Title : Expedition
Author : Acrobat
Contact email: acrobatmapping@live.com


File Version: 1.03
Size: about 62 megs
File Name : Expedition.pk3 
Completion date: 11/13/09
Brush Count: 20000
Entity count: 3000
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ATTENTION: You may have trouble loading this map or you may not. If you do, try some of the following:

1) You may have to change \com_hunkmegs to 128 to run this map (and restart your jk2 when you
reset it.) You can do this in you console or you can open the jk2mpconfig file to make the change more permanent in
LucasArts\Star Wars JK II Jedi Outcast\GameData\base\jk2mpconfig


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1.03 UPDATE

I added detail to the map to make it look nicer and a couple new areas to explore. It has also turned into a Sith themed map.


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Description: 

This is an academy map that is meant to be similar to my first map exploration, and the two maps' layouts are similar in many ways.
The basic idea is a Yavin-ish style academy map that is set in the mountains. It has basic duel rooms, a ffa area as well 
as some climbing challenges.
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Credits:

Most of the textures in duelroom are from the default jk2 Yavin folder (or jka.) I needed to put them into a custom textures folder
so that I could apply custom shaders so although there is a ton of textures in this map, most are default ones.
The remainder of textures I made myself or got from the following sources.

I used JediMediators efects file, gfx files, sound files, and textures for his giant bonfire looking thing that he used in his
inferno map since he released it for public use.
http://jediknight3.filefront.com/file/Inferno;99138

I used Gollum's skeleton models found at wemakemaps. http://wemakemaps.com/mapmodels5.htm

I used a couple textures from the Limelite texture archive I found at the Massassi temple.
http://www.thelimelite.net/html/textures1.shtml

I used a couple of Elandain's textures that he has on jk2files\jk3files.
http://jediknight3.filefront.com/file/JK23_Textures;30975

Boddo made me a tutorial for how to make the CG-ish looking brick textures in the main room called n-wall1, n-wall2 and n-wall3.
I also used Boddo's "table" texture and two of his wood textures called ddtree2 and ddtree3, which are 
downloadable at his www.cyberpunkcafe.com website. He also made the slablock series of five textures for this map.

Boddo also made the rustic_semitransparent that went on my pipes and its env texture called envmap3.

Boddo made the island room that you teleport to from the bar, its shader file called expl3terr, and
its textures.

I used Mars Marshall's bantha model, which can be downloaded here:
http://jediknight3.filefront.com/file/Bantha;37848
Rhiom helped me convert the bantha model to an md3 file because vehicles don't work in jk2.

I used NAB622's cave prefabs in the map that can be obtained at the following URL:
http://jediknight3.filefront.com/file/Cave_Prefabs;88711
In this updated version, I got a max edgelines error so I converted his caves into a massive .ase model, and now the caves look 
slightly glitchy but not too bad.

Loda and BK made the basic spacing the strafe pads distancing, although I modified it, 
and they made the "crete" textures." 

The texture called "atl_wood" is Szico's Atlantica (got permission and readme included.)
http://szicovii.com

Lastly, the five textures that I used for the terrain blending were SIMONOC's. They were called
ter_rock2, ter_rock3, ter_mud1,ter_moss1, and ter_dirt1.
http://www.simonoc.com/pages/articles/terrain1_1.htm

I got the Sith symbols for the 3 flags in the main room from wikipedia and modified them.

The layout\style of one of my outside areas and its associated secret area under the waterfall was influenced by Kahn's sithcouncil 
map in jka.
http://jediknight3.filefront.com/file/Sith_Council;43812

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Map Information:


New Textures: yes
New Music: yes
New sounds: yes
New Models: yes

Game types are ffa, duel
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Compile Information

bsp_q3map2/q3map2: (final) BSP -meta -notjunc, -vis, -light -fast -samples 2 -lomem

note it was compiled using 2.5.16 q3map2 compiler, which is not the default compiler of gtkradiant 1.4.
In case any other jk2 mappers try a dot product shader (terrain blending), they must update the compiler or 
use gtkradiant 1.5 for their compiling since it comes with an updated compiler. This is the tutorial that I
used for terrain blending 
http://www.simonoc.com/pages/articles/terrain1_1.htm

I used DarthG's new_system.pk3 mostly for its subtle_hint shaders but I also used some of the pack's
caulk_water shaders and a few others. I'm not sure where I downloaded, but this thread at least talks about it.
http://www.map-craft.com/modules.php?name=Forums&file=viewtopic&t=75&highlight=subtlehint


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Worldspawn Information

_lightmapscale 3
_blocksize 0
_chopsize 0
ambient 15


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Bugs


Nothing I know of with except that map sometimes won't load unless you have sv_pure 0.
Let me know if you see errors.



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* How to install * 

Just put the Expedition.pk3 in your GameData\base game directory


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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
