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FEXX

Latest Posts

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Posted in: JK2 editing tools crash
 FEXX
09-01-2002, 3:12 AM
#16
A friend today at work mentioned that NVIDIA released new Windows XP/2000 drivers (http://www.nvidia.com/view.asp?IO=winxp-2k_40.41), so I got them, installed 'em and rebooted. I then tried the JK2 tools again, and they ironically started to work ag...  [Read More]
Posted in: JK2 editing tools crash
 FEXX
08-28-2002, 9:26 PM
#15
sof2map will not work with all applications closed. And remember that JK2Radiant.exe, MD3View.exe, ModView.exe, or ShaderEd2.exe all crash and no application window opens. This is strange stuff. They work and then don't work. But I was not doing map...  [Read More]
Posted in: JK2 editing tools crash
 FEXX
08-26-2002, 8:53 PM
#12
Okay I moved the .DLLs it uses to the same folder, in \maps in this case. But I receive the same error messages as before. (WINNT/System is a shared OS folder, so if files are in there, any application should have access to them)...  [Read More]
Posted in: JK2 editing tools crash
 FEXX
08-26-2002, 8:47 PM
#10
Thanks for the info - I got the .DLL zip and uncompressed it into my WINNT/System folder (using Win2k Pro). I then tried out q3map2.exe and used it in my JK2 maps folder on a test4.map I did, and got this text back: 2.3.0-a1 Q3Map - v1.0r (c) 1999...  [Read More]
Posted in: JK2 editing tools crash
 FEXX
08-26-2002, 7:30 PM
#8
Well I gave q3map2 a try from: http://www.shaderlab.com/q3map2/ It won't even work, it complains about a .dll missing. Oh well, guess I cannot do any level editing for whatever reason....  [Read More]
Posted in: JK2 editing tools crash
 FEXX
08-26-2002, 4:20 PM
#7
Darth_Linux: I tried your idea with moving sof2map.exe into my ...\GameData\base\maps folder and ran it as sof2map -all <mapname.map> on my own maps and the ones that come with the JK II Tools, and get the same thing-- nothing happens, no wind...  [Read More]
Posted in: JK2 editing tools crash
 FEXX
08-26-2002, 12:16 AM
#3
Thanks for the feedback. Did not realize a dual setup slows, or may slow down a game. I have a desire to play games yes, but I am also into 3D modeling, animation and rendering. That is why I have a dual AMD, for faster rendering times, but it seems...  [Read More]
Posted in: JK2 editing tools crash
 FEXX
08-25-2002, 10:55 PM
#1
I cannot seem to run JK2Radiant or the other tools. They are installed in to the ...\GameData folder, and I have also uncompressed the huge 'assets0.pk3' to the ...\GameData\base folder too, so I can access all the maps, scripts, textures, etc. My c...  [Read More]
Posted in: Having a lighting problem. =/
 FEXX
04-28-2002, 1:00 PM
#8
Well I noticed that Kyle (my character) in 3rd person while testing one of my .maps was self-illuminated even if the room had no light; so maybe Kyle appears even if no lights are inserted (if in 3rd person view in game play)....  [Read More]
Posted in: Weird Glass Bug
 FEXX
04-27-2002, 7:58 PM
#3
Make the brush have a 'func_glass'. That will act as glass. However, I am not sure why glass breaks strange on like a cube brush. I cannot get all 4 sides with 2-sided materials to work--if possible--even if I apply a glass double-sided material fr...  [Read More]
Posted in: Rocky Architecture
 FEXX
04-27-2002, 7:02 PM
#3
For rocky terrain design you could try: http://planetquake.com/bubba/terrain1.html...  [Read More]
Posted in: glowing textures
 FEXX
04-27-2002, 7:21 PM
#2
I am trying to find out and learn myself. All I can recall from the SP game maps is from the map 'carin_reactor'. This map, near the finish of it, as a huge rotating core. It also has this pulsating field. But it is not a real glow, but it is close...  [Read More]
Posted in: How do i Make a Window (Unbreakable)
 FEXX
04-27-2002, 7:46 AM
#3
Yeah, select the brush, then press 'N' to set its classname to 'func_breakable'. Then check THIN so it acts as glass. In the texture library 'common' are some handy glass textures too....  [Read More]
Posted in: Right light
 FEXX
04-27-2002, 10:28 AM
#7
Ah thanks. I found that out too when I saw a red light on the kenjin_post map with the value 1.000000 0.000000 0.000000 for yes, '_color'. I did not know of the .75 or .25 values, thanks. But I have noticed the generator on the level you can play (k...  [Read More]
Posted in: Right light
 FEXX
04-27-2002, 7:40 AM
#4
Say, how about the 'color' Key for a light entity. I wish to experiment with other light colors - from the variations available. But I am not sure yet what the value(s) 'color' understands....  [Read More]
Posted in: Experiences on using GMAX/ GMAX-TEMPEST
 FEXX
04-29-2002, 4:42 AM
#17
Aah. Well I have not really worked on .md3 files yet, but to import with the misc_model entity. And for me, I can see the model I import, just as in-game w/ textures and all, after I fix the path; so no red box. The default misc_model path is wrong,...  [Read More]
Posted in: Experiences on using GMAX/ GMAX-TEMPEST
 FEXX
04-28-2002, 3:45 AM
#14
Well the textures in gmax 1.1 I read work for Quake3, but not JK2. I have tried this, both directions; gmax --> JK2Radiant and JK2Radiant --> gmax and the materials are lost. I am not able to SHIFT+CTRL left click a single face on a 3D object...  [Read More]
Posted in: Experiences on using GMAX/ GMAX-TEMPEST
 FEXX
04-27-2002, 11:59 PM
#12
Ki_Amaru: If I create 3D primitives and such in gmax for a JK2 map, then export the data with Tempest as .map, I cannot seem to SHIFT+CTRL left click any single faces of the brushes. I apply the Modifier 'Turn to Brush' to each 3D primitive or else t...  [Read More]
Posted in: Experiences on using GMAX/ GMAX-TEMPEST
 FEXX
04-27-2002, 7:28 PM
#11
Thanks for your clarification on gmax and Tempest. Been using both. But the tempest plugin did not work for me in 3ds max 4, so I thought I had to use gmax 1.1. Maybe not. In either case I don't think that the gmax tutorials will help much in your p...  [Read More]
Posted in: Experiences on using GMAX/ GMAX-TEMPEST
 FEXX
04-27-2002, 5:28 PM
#9
gmax after I installed the free 1.1 off the discreet website has an interface very similar to 3ds max 4. So you if know max 3 or 4 you can start to model quickly. The Tempest plugin seems to give you a few Modifiers to tell the 3D models they should...  [Read More]
Posted in: Experiences on using GMAX/ GMAX-TEMPEST
 FEXX
04-27-2002, 10:34 AM
#7
I'll remember that thanks. I was wondering if in gmax you apply the 'Turn into Brush' modifier for each 3D object. You delete faces which are not visible when in the game?...  [Read More]
Posted in: Experiences on using GMAX/ GMAX-TEMPEST
 FEXX
04-27-2002, 7:59 AM
#5
Have gmax up and running. Will do a few tests to see how exporting works. Also not sure of all its plugins, but it is a huge time saver for a map's foundation (if you know 3ds max) among other uses. As for removing unseen faces from primitives vs. f...  [Read More]
Posted in: help with inserting models
 FEXX
04-27-2002, 10:31 PM
#8
To see a list of misc_models to add to a map, use misc_model entity. Right-click to add the entity misc_model it will request a path to a model file, .md3. Look in your ../base/models folder and bring them in to view. There is a bug with the path f...  [Read More]
Posted in: help with inserting models
 FEXX
04-27-2002, 9:45 PM
#5
I got that error but fixed it. After you pick your misc_model, it will give an error it cannot find it. Then pass message and change (in the Value field) the / before 'base' to //. Then press enter, and the model will appear. Angle it as you want. N...  [Read More]
Posted in: First map ever... help!
 FEXX
04-27-2002, 5:21 PM
#28
To get textures to load up, be sure you installed JK2Radiant into your /Gamedata folder. It will make a /Tools folder. It should be able to find the textures that way. But you can also unzipped the whole 530mb .pk3 (if you have the HD space) in to...  [Read More]
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