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rgoer

Latest Posts

Page: 1 of 4
Posted in: Another contest at Levelsource
 rgoer
03-04-2004, 6:38 PM
#1
Round 2 of the Levelsource Duel Competition was announced today; see the official info thread (http://www.levelsource.com/phpBB2/viewtopic.php?t=266) to sign up. The big news, this time around, is that Raven Software has donated some merchandise to...  [Read More]
Posted in: Decompiling?
 rgoer
03-04-2004, 5:33 AM
#3
update your Q3Map2 (http://shaderlab.com) (it's a good time to do that anyway, 2.5.13 was officially released (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7095) today) put this into a .bat file: "C:\path\to\q3m...  [Read More]
Posted in: 2 + looped scripts in MP = 4 FPS!
 rgoer
03-02-2004, 3:44 PM
#19
A one-corner func_train works great for that application when you've got an NPC standing still, but using a moving func_train to simulate a moving NPC would look awful... walk forwards to one corner, walk backwards back to the beginning, rinse, repea...  [Read More]
Posted in: Auto-clip
 rgoer
02-29-2004, 10:36 AM
#7
Because Q3Map2 autoclipping is a nasty, nasty hack that enjoys the smell of garbage data. Phantom blocks of clip, out in the middle of nowhere, are not an uncommon side effect of autoclipping a model that has a varying mesh density. Unless your model...  [Read More]
Posted in: Levelsource duel maps released
 rgoer
02-25-2004, 12:48 PM
#1
Levelsource (http://levelsource.com) held a JA duel map contest recently, and this post is just to announce the contest's end and the entry maps' release. If you visit this thread (http://www.levelsource.com/phpBB2/viewtopic.php?t=247) you can find...  [Read More]
http://pcgamemods.com/4382...  [Read More]
Nope, Raleigh in America. I know, I know, we don't have an original name for a single one of our cities....  [Read More]
If you visit this thread (http://www.levelsource.com/phpBB2/viewtopic.php?t=247) you can find download links to all maps submitted to the Levelsource duel map contest for February 2004. This thread (http://www.levelsource.com/phpBB2/viewtopic.php?t=2...  [Read More]
Posted in: WIP: Star Destroyer
 rgoer
02-23-2004, 8:14 PM
#11
Originally posted by darthVADER 3 letters HOW? key: "gridsize" value: "128 128 128" (or even "256 256 256")...  [Read More]
Posted in: EasyGen
 rgoer
02-23-2004, 8:10 PM
#7
Darksaber: sv_pure 0...  [Read More]
Posted in: Splines in GTK1.4
 rgoer
02-23-2004, 3:20 PM
#3
I know that the splines system was coded in by SplashDamage for SDRadiant when they were making ET. Vehicles in ET could follow curved paths. Digibob pulled all of his hair out and nearly choked on some pies getting it to work right. I do not know f...  [Read More]
Posted in: Terrain
 rgoer
03-03-2004, 5:33 PM
#21
Maybe you didn't read the tutorial... one pixel of heightmap data correspons to one brush vertex of actual terrain. 1800x1850 pixels = 1801 brushes by 1851 brushes to a side on your terrain func_group. That comes out to 3333651 brushes. That's only a...  [Read More]
Posted in: Terrain
 rgoer
03-02-2004, 6:10 PM
#17
Yeah, put the correct textures in your pk3....  [Read More]
Posted in: Terrain
 rgoer
02-16-2004, 7:03 PM
#8
sorry, there was a typo in the templates link. It's fixed now....  [Read More]
Posted in: Terrain
 rgoer
02-16-2004, 3:21 PM
#5
here (http://rgoer.webhop.net/tutorials.htm) is the new tutorial...  [Read More]
Posted in: Terrain
 rgoer
02-16-2004, 3:15 PM
#4
Gah, don't link people to that thread any more... I took those images down, since I redid that tutorial for map-review. I'm in the process of getting Kengo to put it up right now......  [Read More]
Posted in: Can't make func_group in Radiant 1.4!
 rgoer
02-11-2004, 9:09 AM
#5
http://qeradiant.com/?data=bugreport <- Bugzilla link. The GtkRadiant development team reads each and every bug report/feature request that is submitted. A lot of times, things simply get forgotten or aren't considered until somebody submits a rep...  [Read More]
Posted in: Black Map Models - Lighting?
 rgoer
02-09-2004, 5:27 AM
#19
This thread (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3912) breaks it down pretty clearly (toward the end)....  [Read More]
Posted in: Black Map Models - Lighting?
 rgoer
02-07-2004, 11:48 PM
#15
;^) "...Thanks to pjw, rgoer and Zer0-l0gic for their help with this release..." (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6319)...  [Read More]
Posted in: Black Map Models - Lighting?
 rgoer
02-07-2004, 10:27 PM
#13
BTW, _remap keys work like this: key "_remap<N>" value "path/to/oldshader;path/to/fixedshader" (where <N> is a chosen value used to differentiate your various remappings). So fix the shaders for your model (nuke all S...  [Read More]
Posted in: Black Map Models - Lighting?
 rgoer
02-07-2004, 9:36 PM
#11
Try looking through this thread (http://www.quake3world.com/ubb/Forum6/HTML/027214.html) and see if this fits your problem....  [Read More]
Posted in: Black Map Models - Lighting?
 rgoer
02-07-2004, 11:30 AM
#7
whatever, bro, cheers...  [Read More]
Posted in: Black Map Models - Lighting?
 rgoer
02-07-2004, 11:23 AM
#5
There's no "also" about it... that's what the number 4 spawnflag is. It adds q3map_forceMeta to every shader used by the misc_model in question, which, in turn, enables lightmapping....  [Read More]
Posted in: Black Map Models - Lighting?
 rgoer
02-07-2004, 10:41 AM
#3
Grab the latest version of q3map2 from shaderlab (http://shaderlab.com/). Set your misc_model entities to have the "spawnflags" "4" key/value pairs. Compile your map with your new q3map2. The number 4 spawnflag enables auto-lightm...  [Read More]
Posted in: sigh, this is really agrivating
 rgoer
02-10-2004, 4:10 PM
#16
You have at least one brush with too many faces. This can happen (easily) if you go mad with the clipper trying to create complex rocks or some such. Just find brushes that have a lot of faces, and use the clipper to split them into multiple brushes,...  [Read More]
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