Hi! And welcome to my tutorial on placing NPC Vehicles inside of Jedi Academy Multiplayer Maps. If you would like to know how to make maps for the Jedi Knight series, I recommend Rich Diesal's tutorial for mapping, as this will only help you if you are familiar with the most basic of mapping abilities. That being said, let's proceed!

First things first. Load up GTKRadiant (assuming you use that for this tutorial's purposes) and start up a blank new map.

This should look very familiar to you. Well, it's the screen you get when you start fresh! Use whatever textures you wish, but I chose to extract Tatooine's textures from assets0.pk3 and use those. Regardless, our next step will be to create our room!

Just for kicks you really WILL want to make it this large. The total height of the room should be roughly 1024 units (for what we will be doing in this tutorial. Feel free to make it as large as you wish, but be careful, making it too large will seriously hurt your FPS. The length and width should be close to 4000 units, just so you can have some moving room.

Go ahead and hollow it out using the Hollow button, and manipulate the size if you feel the room is too small for your liking.

Texture the floors and cielings and walls with whichever texture you wish, and place your info_player_deathmatch (so you can spawn silly!) somewhere close to the center of the map. This is where it gets fun and/or tricky!

Create a target_position entity (or one similar) and press N to go to Entity Properties. The classname shows up as target_position, but this isn't good for what we want it to do! We're going to play god and alter this just a bit. Go to Key, and type in "classname", then for Value assign it "NPC_Vehicle". Set the remaining values like the one above. Whichever vehicle you choose to assign it, type in "npc_type" under key, then give the Value one of the 4 to the left. You can give it any NPC type from the vehicle list in assets0.pk3, but whatever you do do NOT try to use the Millenium Falcon/YT-1300, as it will crash the game if you attempt to enter it. Ravengames never applied the model correctly. Currently I am trying to get it to work but for this tutorial's purposes, keep it simple and use one of the four listed. Also, make sure you leave about a head's height of space between the entity and the ground, or else you might cause the entity to spawn INSIDE of the ground, or too high in the air.

Well, what are you waiting for? Compile!!! Do a nolight for now, as adding lights is something you'll want to do when you make a serious level.

Success! We have managed to get our vehicle to get in-game in a fairly mediocre map, but what awaits you is a huge opportunity to get creative! Also, enjoy the JKR Tatooine map I packaged with this tutorial, as I spent a great deal of time thinking of the concept. You and your friends are free to use it as a template to create other JKR-themed maps, and I hope something seriously comes of it in the future. I'll definitely be creating more for people to fool around on, as well as some of my own maps. I'm dying to see what some of you guys can do, so show us!

This tutorial was brought to you by M. Chrono of jk2files.com staff. You can contact him at this address or via IRC on irc.progameplayer.com/6667 channel #tmbj.

© 2003 M. Chrono and JK2Files.com, all rights reserved. This tutorial is not to be used or otherwise replicated without explicit consent of the author.