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billcow

Latest Activity

Posted in: Crosshairs????
 billcow
04-11-2002, 10:59 PM
#13
How you do it depends heavily on what program you are using. With Photoshop, all you need to do is go to the window menu, click Show Channels, then click the item labeled Alpha 1 in the window in the lower right of the screen. The document will now...  [Read More]
Posted in: Crosshairs????
 billcow
04-11-2002, 6:38 PM
#11
I just took a quick look at the shader file (shaders\effects.shader) and it says that the image uses a mask. Did you update the alpha channel too?...  [Read More]
Posted in: Crosshairs????
 billcow
04-11-2002, 12:06 AM
#9
Zealot: try putting it in it's own pk3 instead of putting it back in the assets0.pk3: if you put it in the main pk3, you will not be able to join online games with "pure server" set....  [Read More]
Posted in: Crosshairs????
 billcow
04-10-2002, 5:43 PM
#5
Glad to help. I'm from Dryden, which is (in case you don't know, most people don't) about halfway between Syracuse and Binghamton....  [Read More]
Posted in: Crosshairs????
 billcow
04-10-2002, 12:10 AM
#3
In the \gfx\2d directory in the pk3 (you can open it with winzip) there are some files named crosshaira.tga, crosshairb.tga, etc. These files control the crosshair image. I'm not sure which one is actually used, so you will have to experiment. Also,...  [Read More]
Posted in: Lightsaber Colors - Adding New Ones
 billcow
04-09-2002, 7:08 PM
#53
AlphaBot: You don't need to add the files to the original pk3, just create a new one and put it in the \Gamedata\base directory Nilock: The file that controls the blending (and thus the inability to use black) is in the pk3 under /shaders/sabers.sha...  [Read More]
Posted in: Lightsaber Colors - Adding New Ones
 billcow
04-08-2002, 6:48 PM
#46
The size of the jpeg does NOT matter. I'm not completely sure, but I think the coding for JPEG compression only changes with quality (which is causing the different size, btw) when compressing, but not reading....  [Read More]
Posted in: Lightsaber Colors - Adding New Ones
 billcow
04-05-2002, 5:43 PM
#42
Garik: the black shows up as transparent 'cause of the additive blend mode used in the shader. Change the line in the shader that says "blendFunc GL_ONE GL_ONE" to read "blendFunc FILTER". Then create a saber map with a black core...  [Read More]
Posted in: Lightsaber Colors - Adding New Ones
 billcow
04-03-2002, 5:41 PM
#32
I looked through the assets0.pk3 and found the models for the saber handles, (in models\weapons2) but they didn't have any blades attached to them. Nor did it reference any of the glow textures. The next step is to wait for the SDK to be released; t...  [Read More]
Posted in: Lightsaber Colors - Adding New Ones
 billcow
04-03-2002, 5:02 PM
#28
I got rid of the yellow glow: available on my site is a pk3 file with the saber mod: http://billcow0.tripod.com/whitesaber.pk3 I did two things: recolored the images commented out the "rgbgen vertex" lines (mentioned earlier). The only p...  [Read More]
Posted in: Restricting Multiplayer Duel Weapons/Force Powers
 billcow
04-09-2002, 4:58 PM
#63
I don't think that's it. If you look down that post a bit, it was said that it's the exact opposite of what CrimsonFury said it was on this server: According to CrimsonFury: When I went to the configure powers menu, it said Force level jedi master,...  [Read More]
Posted in: Restricting Multiplayer Duel Weapons/Force Powers
 billcow
04-06-2002, 4:20 PM
#49
What I mean is, the number is stored as the string "65531", not the number 65531. When the code uses it as a number, then it is converted to a number using the c function "atoi" and then the bits are compared. As for invalid numb...  [Read More]
Posted in: Restricting Multiplayer Duel Weapons/Force Powers
 billcow
04-06-2002, 12:04 PM
#46
I tested out some of the higher bits in the weapon field. It appears that one of them controls the sentry gun, but as far as I could tell, none of the force powers changed (definately not jump). Near as I can tell, the cvars are stored as strings, n...  [Read More]
Posted in: Restricting Multiplayer Duel Weapons/Force Powers
 billcow
04-05-2002, 5:56 PM
#42
Lucky: The standard integer on an x86 processor is 32-bits, and I doubt that id (who probably wrote the cvar code) would set all cvars to 16-bit instead. For that matter, they are probably stored as strings and later converted to whatever type they n...  [Read More]
Posted in: Restricting Multiplayer Duel Weapons/Force Powers
 billcow
04-04-2002, 3:19 PM
#40
Force Levitation seems to be the name given to Jump in the data files, and probably the code itself. BTW, the file those defines are from seems to be used for parsing of the .menu files; if you look at ingame_playerforce.menu you can see all of them...  [Read More]
Posted in: Restricting Multiplayer Duel Weapons/Force Powers
 billcow
04-02-2002, 5:17 PM
#36
Okay, here is the weapon list: bit 0 (1): No Weapon (not used) bit 1 (2): Stun Baton bit 2 (4): Sabre (doesn't work) bit 3 (8): Bryar Pistol bit 4 (16): Stormtrooper Rifle bit 5 (32): Disruptor bit 6 (64): Bowcaster bit 7 (128): Repeater bit 8 (256)...  [Read More]
Posted in: Restricting Multiplayer Duel Weapons/Force Powers
 billcow
04-02-2002, 4:50 PM
#35
Two things: I am in the process of making a list of weapons for "g_weaponDisable". It is going well, and I will post it when I'm done (later today). Second, I have a theory about the second bit: The second bit somehow affects the "j...  [Read More]