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Wudan

Latest Posts

Page: 1 of 18
Posted in: Animation Merging Utility
 Wudan
07-17-2006, 11:14 AM
#14
He means will the tool enable him and others to replace animations already declared in the existing animation.cfg file. That's a pretty common task for animators....  [Read More]
Posted in: Animation Merging Utility
 Wudan
04-11-2006, 9:59 PM
#10
Well, you're right about ideal operations, I'm sure we can get something working for sure, but good thinking at this stage saves hours of re-writes, if we decide to push the implementation further. My original idea for Dragon was to have text files...  [Read More]
Posted in: Animation Merging Utility
 Wudan
04-11-2006, 2:30 PM
#8
Well, ideally, you could merge MANY files at the same time. So I was thinking of three columns, the one on the left is a list of files, the one in the middle is a list of animations in the file (if there is a selected file on the left) and checkboxes...  [Read More]
Posted in: Animation Merging Utility
 Wudan
04-10-2006, 8:09 PM
#6
I'm up to it, time permitting. I'm still baking up fresh Blender scripts, but once that works I'm up for working on this....  [Read More]
Posted in: What you use?
 Wudan
04-10-2006, 6:49 PM
#5
DOS 6.0 was better. It had FAT32, which didn't appear again in a MS OS til Windows 98....  [Read More]
Posted in: Compiling the JA:MP SDK
 Wudan
01-05-2006, 5:30 PM
#19
Nope, that's not me, that's my good buddy Azymn. Here's proof we're 2 different people: Wudan (left) & Azymn (right) (http://mt-wudan.com/img/wudan_azymn.jpg). I do host his site at mt-wudan.com and of course, his forums are there also....  [Read More]
Posted in: Compiling the JA:MP SDK
 Wudan
01-05-2006, 1:34 PM
#17
congrats :) You've taken your first step in to a larger world....  [Read More]
Posted in: Compiling the JA:MP SDK
 Wudan
01-04-2006, 8:28 AM
#11
That is odd behavior - got an error log of what's going on when you compile cgame? Making server side mods is pretty cool though :P...  [Read More]
Posted in: Compiling the JA:MP SDK
 Wudan
01-03-2006, 12:42 PM
#7
On 1476 in q_math.c there's the powf function. Comment it completely out, according to BuildLog.htm, that's the only error. Alternatively, change the name of the function, to something like 'powf_super_extreme_fighting_edition'. I've only recently a...  [Read More]
Posted in: Compiling the JA:MP SDK
 Wudan
01-02-2006, 3:40 PM
#4
Yep, comment out the line in q_shared.h - you probably already have a powf function in your compiler's headers. I just scrolled through the game compile's logs, but q_shared.h is used in everything anyway....  [Read More]
Posted in: Compiling the JA:MP SDK
 Wudan
01-02-2006, 12:01 PM
#2
Whoa. So many errors might mean that you really probably just have a few small problems, that a lot of other things depend on. I'd start from the OJP source, if I were you. The issues you're having compiling have very likely already been solved by r...  [Read More]
Posted in: New Skeleton in JKA
 Wudan
10-26-2005, 9:23 PM
#12
In any case, it's going to be a ton of work, and your new frankenstein couldn't work as a regular player (ok, it could, but, still, it's a ton of work.) Ideally, you'd need to have the engine source to work with (and obliterate the existing G2 bugs....  [Read More]
Posted in: turning off saber hilt skins?
 Wudan
09-15-2005, 3:29 AM
#2
You'll want to make a shader for each surface's texture, and put the shader key for nodraw. I forget what it is, but this is what you're after....  [Read More]
Posted in: Neomarz announces fall from community...
 Wudan
09-03-2005, 6:34 PM
#32
Marz, You are awesome. When you don't take any enjoyment in your creations, is when you stop. Not before, and not after. Some people take pleasure in ripping what you've made to shreds, that's what they do - you'll just have to ignore them....  [Read More]
Same forum that you're in, scroll up. There's a Sticky about making new animations. You use 3dsm, XSI, or, if you're daring, Dragon, which is linked in my signature....  [Read More]
Posted in: .menu help
 Wudan
07-21-2005, 11:51 AM
#9
Originally posted by SMoKE Notepad :( The editor of champions :) Nice work :)...  [Read More]
Posted in: .menu help
 Wudan
07-19-2005, 8:30 PM
#5
FrontPage is the devil!...  [Read More]
Posted in: .menu help
 Wudan
07-19-2005, 10:49 AM
#2
Notepad, or some other text-editor, can be used to edit the .menu files. I'm not sure about tutorials though, I think there's one in the SDK (or at least an explanation of the .menu files)...  [Read More]
Posted in: JK3 models > MD3
 Wudan
07-13-2005, 2:13 AM
#4
Well, the animation data is available in XSI format, available for download at lucasfiles.com and pcgamemods.com, IIRC....  [Read More]
Posted in: Cool lights in JO
 Wudan
01-17-2005, 2:13 PM
#3
Those are sprites, they probably have some alpha modulating function in the shader....  [Read More]
Posted in: Quake 3 & JK2
 Wudan
01-16-2005, 7:21 PM
#3
That's actually a funny question, since most folks I know of complain that JK2 is already too 'Quake3-ish'....  [Read More]
Posted in: Big problem with WinZip
 Wudan
01-08-2005, 10:38 PM
#11
Originally posted by TK42235 But why would it link to a spicific picture then? What shader would I look for? In Q3 engine games, shader names and image names can be used completely interchangeably. If a pic and a shader have the same name, it'll u...  [Read More]
Posted in: Big problem with WinZip
 Wudan
01-08-2005, 2:28 PM
#8
Originally posted by TK42235 Well, as you can see in the above post it links to a spicific image. So I dont know how what you are suggesting could be posible. You didn't understand what KMan said to you. Is there a shaders folder in the pk3? Look...  [Read More]
Posted in: Q3 Engine Game Bugs / JA bugs
 Wudan
03-04-2005, 12:13 PM
#36
If I recall it tells the engine and replace all instances of shader 'a' with shader 'b', and gets cleared when a map is loaded....  [Read More]
Posted in: SOTE Mod
 Wudan
11-06-2004, 3:14 PM
#2
Wow, wrong forum. 'Nuff said....  [Read More]
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