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brigand1138

Latest Activity

Posted in: testing time of my post
 brigand1138
04-30-2002, 8:06 AM
#5
Cool, that worked, thatnks matt!! Maybe it's a sign that I'm going to be moving to somewhere in europe!! ;)...  [Read More]
Posted in: testing time of my post
 brigand1138
04-30-2002, 8:00 AM
#4
Ok another test after selectinf Eastern European time, even though I;m in the UK!!...  [Read More]
Posted in: testing time of my post
 brigand1138
04-29-2002, 7:10 PM
#2
nope, shows as 10.09pm GRRR!!!!...  [Read More]
Posted in: testing time of my post
 brigand1138
04-29-2002, 7:09 PM
#1
Sorry for the test post, but my last few post have shown up as bein posted 2 hours earlier than the time I'm actually posted, my time is currently 00.08am...  [Read More]
Posted in: Need help with cool lighting effect...
 brigand1138
04-28-2002, 1:47 PM
#9
Gizmo, second level of the game, where you sneak into the mine facility, there are bright, long beams cominh from spotlights. :) And now I'm off home!! :)...  [Read More]
Posted in: Need help with cool lighting effect...
 brigand1138
04-28-2002, 12:03 PM
#5
Yeah I found the no draw texture, hmmmm.....someone must know!! Mal Brigand...  [Read More]
Posted in: Need help with cool lighting effect...
 brigand1138
04-28-2002, 4:09 AM
#3
Getting a light emitting texture isn't the problem, it's finding a texture to put on my "light box" that's the problem, someone must know Mal Brigand...  [Read More]
Posted in: Need help with cool lighting effect...
 brigand1138
04-27-2002, 7:48 PM
#1
Hi guys, check this tutorial out, it's for Quake III (which I don't own) but I want this effect for my map http://www.greeneggsnspam.com/tuts/map9/index.html I've created the brush, but what textures can I use? I can't seem to find one that will w...  [Read More]
Posted in: clipping surfaces
 brigand1138
04-27-2002, 7:40 PM
#9
Heh heh, I wish you'd posted this earlier, I found this out the hard way! DOH!! Mal Brigand...  [Read More]
Posted in: clipping surfaces
 brigand1138
04-27-2002, 3:55 PM
#7
What's wrong with CSG Subtract?...  [Read More]
Posted in: bot routes:
 brigand1138
04-27-2002, 9:46 AM
#2
Yeah, I e-mailed Changkhan about this and he said that they will be releasing a document on how to make botroute files, but not until they start working on the second release of the tools. It looks to me like it's a load of coordianates specific to t...  [Read More]
I'm currently working on something similar, only it's not ties, I have a room with 8 Imperial Shuttle in a dimly lit hangar bay, not posting any pics as it's WAY too early man! But it's not gonna be just that room, it's gonna have others as well! Ma...  [Read More]
Posted in: Poll: What lvl editor would you prefer for JK2?
 brigand1138
04-28-2002, 1:14 PM
#44
I had a dabble at UnrealED, for some reason I couldn't grasp the whole "negative space/carving rooms out of a block" system. I find JKIIRadient easier, even though I'm having a lot of trouble with it!! ;) Mal Brigand...  [Read More]
Posted in: Music question
 brigand1138
04-26-2002, 1:51 PM
#8
what you could do is eaxctly what davijade said, but then extract the mp3 file music file you are after from the assets0.pk3 file, and place it in the music folder, I think this should work Mark T12...  [Read More]
Posted in: Models
 brigand1138
04-26-2002, 8:28 AM
#2
Are you rotating an Entity or a brush, I'm assuming you are rotating an entity Select the Tree, press 'n' and the entity window will appear, on the bottom left you'll see some buttons, such as 90, 45, 180, 360 etc. They are referring to angles to ro...  [Read More]
Who said it won't work on XP?? I'm using Windows XP Pro, a 1Ghz Athlon, 384MB RAM and a Geforce4 MX440 - can compile my maps fine so far (albeit very simple ones, but still) Hmmm....strange, am I just a lucky bugger?? Mal Brigand...  [Read More]
Posted in: Multi and SP maps
 brigand1138
04-26-2002, 6:56 AM
#8
Not sure if this will work, load the MP project in JK radient so that it shows a blank map, now click "Edit" (I think it's Edit! I'm at work so I'm not sure!) then click "load prefab", select your map, it should then hopefully loa...  [Read More]
Posted in: Bots refuse to stop jumping... sods...
 brigand1138
04-26-2002, 5:19 PM
#20
I e-mailed Changkhan and got this answer - "We need to release a document that explains how to set up maps for bots. We're pretty busy with a couple other Jk2-related things right now, but when we get to the point where we're working on the to...  [Read More]
Posted in: Bots refuse to stop jumping... sods...
 brigand1138
04-26-2002, 2:20 PM
#18
Nice one for trying Purple. Looks like we're gonna have to wait for Bot support, unless a coder can make a small(ish) program whereby you can input the map schematics and dimensions (is that grabbable from the map file?) and then let the program work...  [Read More]
Posted in: Bots refuse to stop jumping... sods...
 brigand1138
04-26-2002, 1:56 PM
#16
What about adding an existing botroute file to the new maps? I have a funny feeling though that our bots wiill then zig when we want them to zag cos they think there is a pillar in front of them when really it's an X-Wing.....hmmmm..... Mal Brigand...  [Read More]
Posted in: Bots refuse to stop jumping... sods...
 brigand1138
04-26-2002, 12:36 PM
#13
Just had a thought, I can't do this as I am currently at work, so I might try this when I get home unless one fo you guys tries it first - Open the ctf_bespin map in JKII Radient - compile it as is, don't edit anything, then rename it (so that it d...  [Read More]
Posted in: Bots refuse to stop jumping... sods...
 brigand1138
04-26-2002, 10:38 AM
#9
Just had an idea, the ctf_bespin.map file is supplied, shouldn't we be able work out how to sort out the bots from that?? DAMN!! Why do I have to be in work??? I can't wait to get home and work on my map!!...  [Read More]
Posted in: Models and collision detection
 brigand1138
04-25-2002, 9:51 PM
#7
I e-mail ChangKhan not long ago about this, and got a very prompt response, fairplay!! He said yes we have to make the clip brushes for the models by hand, but they don't have to be exact (he said this would slow the game down) However, possible goo...  [Read More]
Posted in: Models and collision detection
 brigand1138
04-25-2002, 8:38 PM
#5
I know why you can just walk through them, Radient is placing them in the map as entities and not models, so it's just like adding a gun to be picked up or some ammo, so what we need to know is how to change an entity into a model so that Radient see...  [Read More]
I've completed most of the dantooine quests, all of the manaan quests and all of the Kashyyyk quests. However I can't go further because of the bug at Tatooine with the sandpeople. No matter what I do, those turrets at the door to the enclave start f...  [Read More]