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Mercenary

Latest Threads

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Posted in: Dash Rendar Resurgence BETA TESTING
 Mercenary
01-06-2009, 10:30 PM
#1
I need 2 more beta testers for this project. The second level is non-linear and this makes for more possibilities and consequently more room for errors. So if you don't really have much time or not up to putting in a solid effort please don't bother....  [Read More]
Posted in: New sp mod needs testers
 Mercenary
06-11-2007, 7:08 PM
#1
I'm looking for a couple of trustworthy mod testers for a JA single player level. Experience is not necessary but I’ll lean towards choosing those who have some. Right now I need some preliminary testing done. The full length beta is still a couple...  [Read More]
Posted in: comm sound effect
 Mercenary
12-02-2004, 10:55 AM
#1
comm sound effect I managed to get a good comm sound effect that's very close to Raven's. It's the sound effect when Kyle is talking through a comm link. Get a trial of GoldWave here http://www.goldwave.com/ Open up your sound file and go to effe...  [Read More]
Posted in: Making a skybox from a map
 Mercenary
12-02-2004, 10:48 AM
#1
This is my way of making a skybox from a map. You can probably get the same result by using console commands but this way works just fine. This is very useful when you don't have expensive software and you need a skybox with buildings for a Corusca...  [Read More]
Posted in: Mission briefing screen (go away)
 Mercenary
07-02-2004, 3:10 AM
#1
How do you get rid of the mission briefing screen that shows up as you load an sp level? It’s fine for what it was intended for but it kind of ruins the mood for the opening text crawl of a custom map....  [Read More]
Posted in: What's the best way to create sand dunes?
 Mercenary
06-17-2004, 3:51 AM
#1
I need to create some sand dunes to act as a perimeter wall around certain parts of my map. What's the best method to create them so they look realistic?...  [Read More]
Posted in: lighting up a cityscape
 Mercenary
05-25-2004, 3:22 AM
#1
What's the best way to light up a map with tall structures in a city at night? I don't think light entities are the most practical way to go because I'd have to use an insane amount to cover the large and open areas. Light from a skybox gives a nice...  [Read More]
Posted in: no fog in buildings
 Mercenary
02-24-2004, 7:35 PM
#1
I'm trying to do this tutorial http://www.planetquake.com/6thfloor/tutorials/multivolume_fog.htm I'm stuck at the part where it says "Unzip fogcaulk.zip..." I can't find a good link to this file. Does anyone know what the shader code is for...  [Read More]
Posted in: seam tolerance?
 Mercenary
01-07-2004, 5:33 PM
#1
I'm using texporter to export my UVW map and when I apply the texture to the model I can see a few seams in between faces. Generally it lines up well and the seams are not excessive either. Is this normal? Can there be some tolerance?...  [Read More]
Posted in: What's the best way to skin a ship?
 Mercenary
12-18-2003, 8:29 PM
#1
I've done about 4 different tutorials and I'm having difficulty figuring out this UVW mapping stuff for my model. I've applied different ways of doing it but it never seems to accurately represent the shapes of the faces in the UVW editor. If I were...  [Read More]
Posted in: deleting faces
 Mercenary
12-16-2003, 10:51 AM
#1
I made a model of a ship in gmax which I intend to make into an md3. I need to know one thing before I move on to the texture part, should I delete any unseen faces on the model?...  [Read More]
Posted in: milkshape or gmax?
 Mercenary
11-25-2003, 11:49 AM
#1
I want to make an md3 and I would like to know from experienced modellers if it's easier to create in gmax or milkshape. Texture mapping in gmax looks like it might be a pain in the ass, it lacks some 3ds max features from what I read. Building the m...  [Read More]
Posted in: Dash Rendar (SP)
 Mercenary
06-21-2003, 5:57 AM
#1
Dash Rendar sp Features: -Dash Rendar model by Sniper Wolf, KMan and Toonces -BlasTech DL-44 heavy blaster pistol by Major Clod -Outrider ship prefab by Rob A. (Adarin) -2maps (2 different locations) -lots of scripting -mission objectives -storyline...  [Read More]
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