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mad mapper

Latest Posts

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Posted in: New Force Speed
 mad mapper
12-01-2004, 6:05 AM
#4
you might do it like this: everyone is slowed by the factor of strongest force speed and the one who uses the force at a lower level gets a bonus of her/his own force speed....  [Read More]
Posted in: Text Output in HUD
 mad mapper
11-20-2004, 1:20 AM
#7
Well, const char *creditStr is no static variable but a pointer. Look into the source of CG_DrawMenu. They use const char *scoreStr = va (...) to print the scores into an AnsiString Afterwards the output is made with CG_DrawProportionalString (......  [Read More]
Posted in: Text Output in HUD
 mad mapper
11-19-2004, 9:33 AM
#5
Sorry, alases??? Don't know what that is...  [Read More]
Posted in: Text Output in HUD
 mad mapper
11-18-2004, 9:26 AM
#3
I think the bug is there because of the Output function because when I try this code creditStr = va("%s: %i", "Credits", 0); focusItem = Menu_FindItemByName(menuHUD, "credit_line"); if (focusItem) { UI_DrawScaledProport...  [Read More]
Posted in: Text Output in HUD
 mad mapper
11-18-2004, 8:25 AM
#1
Hello, i added a PERSISTANT variable. The Scores are shown in MP in the lower right like that: "Scores: 15" I want to show the Variable I added in the lower left, so I edited the hud.menu in the ui Folder: menuDef { name "lefthud&...  [Read More]
Posted in: Shader problem
 mad mapper
08-12-2004, 2:02 PM
#1
Maybe some skinners use Shaders, so look here: http://www.lucasforums.com/showthread.php?s=&threadid=133488...  [Read More]
Posted in: Shader problem
 mad mapper
08-12-2004, 11:48 AM
#5
Well, that is not what i search for. I want the texture to be renderer before ANY other texture in the game even if it is 100 m behind the texture in the front...  [Read More]
Posted in: Shader problem
 mad mapper
08-12-2004, 9:13 AM
#3
sorry, but i don't no how to use the command polygonoffset. Something like that:? textures/test/test { polygonoffset <value> { map textures/test/test } }...  [Read More]
Posted in: Shader problem
 mad mapper
08-12-2004, 9:06 AM
#1
I want to create a shader that is drawn above all other shaders in game. I tried the function sort <value>, but it didn't work. Maybe anyone knows an answer....  [Read More]
Posted in: Invisible brushes from the outside.
 mad mapper
08-13-2004, 6:49 AM
#14
Originally posted by WadeV1589 As I said in my last post, using a combination of area portals and skybox brushes it's quite possible thanks to the games interpretation of it, my map in Elite Force does exactly this to create an invisible corridor th...  [Read More]
Posted in: Invisible brushes from the outside.
 mad mapper
08-12-2004, 1:59 PM
#9
Yes, the textures will overlap. Wait a bit. I'll make a test map....  [Read More]
Posted in: Invisible brushes from the outside.
 mad mapper
08-12-2004, 9:02 AM
#7
You may try this: Create the room an texture it with the Clip/Caulk texture completely. Then set the outside to the texture you used for your skybox. if there is no shift to be seen, i'll look for a right shader for you. If you use the standard sha...  [Read More]
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