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dekerd

Latest Posts

Page: 1 of 2
Posted in: WIP: Modern City Street
 dekerd
06-13-2003, 12:29 AM
#29
FINISHED!!!! Okay, so I'm now packing everything up in a zip file and sending it off to a few sites. I will create a release thread when I'm sure it's available for download. The original map is called "Life on the Streets" and the Matri...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
06-03-2003, 11:19 PM
#28
Originally posted by nucular_jedi_14 I like the feel of this map, and the option of a Real place such as a street. It kinda reminds me of the Battle Of Los Angeles map, with the real time feel to it. ps make the movie theater enterable plz, with lik...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
06-02-2003, 4:16 PM
#26
Originally posted by wedge2211 I liked the not-green XCOM look better... Yeah, don't worry, that one is definitely the priority....  [Read More]
Posted in: WIP: Modern City Street
 dekerd
06-01-2003, 6:28 PM
#24
Originally posted by Kengo In the Matrix though the achieved the green look by green lighting right, not splashing green paint onto the structures themselves right (which is the equivalent of using over green textures). A subtle green light would gi...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
06-01-2003, 2:31 AM
#22
Originally posted by wudan !) Those textures are too green 2) To obtain a more universal slight greenish tint, you should have just adjusted all of your lights. I did this once and it looked pretty good. Wait a freaking second, scratch that, I com...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
05-10-2003, 8:36 PM
#21
Originally posted by wudan !) Those textures are too green 2) To obtain a more universal slight greenish tint, you should have just adjusted all of your lights. I did this once and it looked pretty good. EDIT: See next post......  [Read More]
Posted in: WIP: Modern City Street
 dekerd
05-09-2003, 9:21 PM
#18
Are you sure? It works for me. Hmm......  [Read More]
Posted in: WIP: Modern City Street
 dekerd
05-09-2003, 9:29 AM
#16
Ok, so the map itself is pretty much completed, I need to start working on the music and botroutes and things like that now. Also, as an extra special treat I'm going to include a "Matrix" version of my map. Just for fun, I retextured the...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
04-26-2003, 3:46 AM
#13
UPDATE: I added a few little extras, and some new screenshots. http://www.villagephotos.com/pubbrowse.asp?selected=115780...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
04-07-2003, 4:14 AM
#10
Update: Alright, I've finished the sewer system underneath the street and added the new SS. I also added some water although I don't think the SS show that just yet. I think all I have to do is one more building, some more detail, then I'll have to...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
04-04-2003, 7:20 PM
#9
Originally posted by ioshee Wow looks amazing. What is your boundary going to be? I mean what will be the reason people can't go beyond your street. Good question. For the ends, I have a Dead End sign and then a road block in front of a tunnel (to...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
04-04-2003, 4:01 AM
#7
Ok, I put some sewer related screenshots, nothing too spectacular, but it will allow for some cool gameplay I think. http://www.villagephotos.com/pubbrowse.asp?selected=115780...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
04-04-2003, 2:13 AM
#6
Nope, it definitely won't die. I gone through too much to not release it. Update: I added a sewer system underneath the street, I'm trying to work water in there somehow. Also, I only need one more building on the street than I'll be going over the...  [Read More]
Posted in: WIP: Modern City Street
 dekerd
03-31-2003, 12:48 AM
#3
Thanks. Actually, it's just going to be a normal map. Not sure how to do RPG maps. This is my first so I'm still learning as I go....  [Read More]
Posted in: WIP: Modern City Street
 dekerd
03-29-2003, 11:13 PM
#1
I had another thread, but this one is more official. Here's a little update from the last time. Pretty self explanatory. Just a few extra pictures... http://www.villagephotos.com/pubbrowse.asp?selected=115780...  [Read More]
Posted in: MGS2 Model Updates!
 dekerd
05-04-2003, 6:44 PM
#221
I think we're taking this coyright infringment thing way too seriously. We're gamers making models for games. We're not running some bootleg operation here, it's art work. It's the same as drawing a picture of Snake, uploading it to a website, and le...  [Read More]
Posted in: MGS2 Model Updates!
 dekerd
04-17-2003, 1:07 PM
#215
Originally posted by Darth_Kitty Technilly they can sue me. Just like LucasArts can sue a JKII modder. Because when every mod is created with a character from sa diffrent game it is breaking copyright laws. I looked into it. My dad wont let me conti...  [Read More]
Posted in: Brush that causes instant death...
 dekerd
11-24-2003, 11:32 PM
#1
I need to create a floor that causes death (as near instant as possible) when the player falls to it. Is there a way to do this?...  [Read More]
Posted in: sun entity
 dekerd
11-12-2003, 12:24 AM
#2
Here you go... http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1533 Straight fom Raven.:)...  [Read More]
I don't understand what it is. I texture the inside of my level boundary brushes, sometimes with shaders, sometimes with ordinary textures, and then when I compile it and play the level, the backgrounds blur and bleed as I move around. What is up?...  [Read More]
Posted in: Shader for viewable, non solid object...
 dekerd
10-25-2003, 9:56 PM
#1
Which shader would I use to create an brush that is seen in the map, but can physically pass through other brushes and objects in the map? Thanks in advance....  [Read More]
Posted in: Func_train question...
 dekerd
10-30-2003, 6:50 PM
#5
HAHA! Hmm, who could that be? Snaaaaaaaaaaaaaake!...  [Read More]
Posted in: Func_train question...
 dekerd
10-25-2003, 9:32 PM
#3
Yeah, I think I'll have to be creative with. There doesn't seem to be a whole lot of info on func_trains. I think you're thinking of the same idea I had. Have the train move in a loop, but partially out of view, so that the straight shot I want will...  [Read More]
Posted in: Func_train question...
 dekerd
10-25-2003, 6:19 AM
#1
Hey guys, is there a way to create a func_train that moves between just two point_corner(s), but in only a one way motion? For example, a train spawning at one point (origin), going to a second point and then respawning at the origin to repeat the pr...  [Read More]
Posted in: RELEASE: Modern City Street
 dekerd
06-14-2003, 7:42 AM
#1
Hizzah! My first map is ready for download. The title is "Life on the Streets" and my matrix version, "Life in the Matrix" will soon follow. Find it here... http://www.pcgamemods.com/file.php?id=db29450c3f5e97f97846693611f98c15...  [Read More]
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