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rgoer

Latest Posts

Page: 3 of 4
Posted in: JK2Radient...why the hate?
 rgoer
07-21-2003, 6:37 PM
#23
There are a few things to learn, Emon, but the sentiment of your post rings true: all the new things (shift+s patch-mesh texture inspector, the plugins, the new preferences, the new grid options) will probably take a combined half-hour to figure out-...  [Read More]
Posted in: JK2Radient...why the hate?
 rgoer
07-14-2003, 4:46 PM
#18
Try this in JK2Radiant (it's been so long since I've used JK2Radiant that I'm not sure if this is the correct bug-inducing procedure, but I remember it went something like this): 1. Create a simple patch mesh. 2. Move it around. 3. Hit ctrl+z "...  [Read More]
Posted in: The RichDiesel University Tutorial Questions Thread.
 rgoer
08-05-2003, 12:22 AM
#743
Wow, he returns... is this just a temporary thing, or are you really back?...  [Read More]
Posted in: The RichDiesel University Tutorial Questions Thread.
 rgoer
07-24-2003, 3:35 PM
#739
Originally posted by OneWingedAngel 4. My water still just looks like blue, I can give you a screenie... But it doesn't have the texture I gave it, all it has is balue. Check this (http://splashdamage.com/forums/viewtopic.php?t=2619&sid=90971f7d...  [Read More]
Posted in: retarded question
 rgoer
08-08-2003, 2:37 PM
#7
The caulk_water part is a fix for a long-standing Radiant bug. RD's tutorial mentions using regular system/caulk for the sides of your water brushes--most people use system/nodraw instead--but sometimes, if you do it that way, your water will fail at...  [Read More]
Posted in: retarded question
 rgoer
08-06-2003, 6:46 PM
#2
How to make water: 1. Before you get started, open up common.shader (in base/shaders/) and add this code to the end of it:textures/common/caulk_water { surfaceparm water surfaceparm nodraw surfaceparm nonsolid surfaceparm trans }Now download t...  [Read More]
Posted in: Twisted 2.0?
 rgoer
08-03-2003, 4:16 PM
#21
I am curious: what kind of openGL board do you have, what graphics settings do you play JK2 with, and what kind of FPS do you get in this map?...  [Read More]
Posted in: Twisted 2.0?
 rgoer
08-03-2003, 3:48 AM
#16
This is quite impressive indeed, Lil K. Those patches--you've got some patience, no? Those must have been a real pain to create "just so"--but the end result is astounding. Job well done....  [Read More]
Posted in: Twisted 2.0?
 rgoer
08-02-2003, 2:38 AM
#10
Originally posted by wedge2211 ...The highest FPS that the human eye can detect is 24...This is just an old wives' tale, bro. Think about it: load up a small, simple map and set your graphics preferences to the minimum, least-detail-possible setting...  [Read More]
Posted in: Twisted 2.0?
 rgoer
08-02-2003, 1:39 AM
#7
Devmap your map, then (in console) do: toggle r_speeds. You'll see a ton of numbers, like this: 48/104 shaders/surfs 46 leafs 2126 verts 1659/2211 tris 0.00 mtex 0.00 dc The bold, underlined one is the one you're interested in (it isn't bold and un...  [Read More]
Posted in: Nar Shaddaa
 rgoer
07-28-2003, 8:41 PM
#8
Tee-hee, TL... the thing that is aggrivating to me is that jk2sp.exe can take a map with a small, doesn't-hurt-my-framerate lightmap and smooth it out to the point of beauty, where jk2mp.exe can't. To get SP looks out of MP, you have to _lightmapscal...  [Read More]
Posted in: Nar Shaddaa
 rgoer
07-28-2003, 1:13 PM
#4
Argh! This looks so nice, but it only reminds me how much I hate the fact that the jk2sp.exe graphics engine is a little more polished than the one for jk2mp.exe......  [Read More]
Posted in: Merovingian's Chateau (Matrix Reloaded)
 rgoer
08-02-2003, 9:37 AM
#14
By the way: there is no "porting" to be done for JA--all JK2 maps are instantly loadable. You don't need to "port" anything....  [Read More]
Heh, thanks for the concern, guys. This was just a quick proof-of-concept map; the textures were chosen quasi-randomly, solely because I thought they were different enough from each other that I could see if the alpha-blending was working properly. Y...  [Read More]
Yeah. All you have to do is open up yourmap.shader in Notepad and add this to the end of it:textures/common/terrain { q3map_terrain surfaceparm nodraw surfaceparm nolightmap surfaceparm nomarks } That's all it takes. Let me know when you've got...  [Read More]
Yes, I used EasyGen for this, but it was a little bit of a pain in the ass. Truthfully, though, the only hard part was getting past everybody that said "oh, you can't do that in JK2." Other than that, you have to remember that when people t...  [Read More]
http://www4.ncsu.edu/~rlcordes/shot0064.jpg And they told me it was impossible... heh. Ydnar knows best, like always. I love q3map2....  [Read More]
Posted in: "Chapel of the Ysalamiri" release
 rgoer
07-17-2003, 7:20 PM
#6
Thanks for the props, Wedge--glad you like it!...  [Read More]
Posted in: "Chapel of the Ysalamiri" release
 rgoer
07-15-2003, 6:13 PM
#2
son of a bitch... there's a small error with one of the clip brushes used on the back steps... I'll have that fixed in a few hours. How does this stuff slip through the cracks?...  [Read More]
Posted in: "Chapel of the Ysalamiri" release
 rgoer
07-15-2003, 4:54 PM
#1
Here (http://www4.ncsu.edu/~rlcordes/chapel.pk3) it is, until it shows up on pcgamemods and jk2files. Let me know what you guys think. I'm probably not going to work on this again for a while, though... I've got other projects that have piled up ;^)...  [Read More]
Posted in: Without furthur ado.
 rgoer
07-15-2003, 1:10 PM
#28
There's a new entity key for lights when you compile with newer versions of q3map2. I think this comes with versions 2.5.3 and newer: flare_radius. Just give it a key/value pair of flare_radius/1 and do a q3map2 compile... here (http://www.shadowspaw...  [Read More]
Posted in: Without furthur ado.
 rgoer
07-13-2003, 3:09 AM
#16
nrgteam.com (http://www.nrgteam.com) seems to be down at the moment, but I'm sure it will be back up soon... you can check their progress when it gets back up--maybe they'll have posted something ;^)...  [Read More]
Posted in: Nightfall MP map
 rgoer
08-01-2003, 7:33 PM
#59
Originally posted by Patrick_H ...I'm going to say August 30th for a release date....Did you even read the thread? ;^)...  [Read More]
Posted in: Nightfall MP map
 rgoer
07-29-2003, 10:37 PM
#44
@wedge: ShaderEd is actually not a bad piece of soft for putting shaders together. Usually, I code them by hand in Vi or Notepad, but if I'm trying to do something I've never done before then ShaderEd (once you familiarize yourself with all of its f...  [Read More]
Posted in: Nightfall MP map
 rgoer
07-16-2003, 5:24 PM
#33
If you want some "fill" for your shadows, drop ambient down to "10," comment out the "q3map_surfacelight" line of your sky shader, add "q3map_skylight <intensity from old surfacelight line> 4" instead, th...  [Read More]
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