Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

mknote

Latest Activity

Posted in: Music conversion
 mknote
12-01-2006, 5:10 PM
#3
How can I at least listen to the music in the origional TIE Fighter? I THINK the extension is .wrk... MK...  [Read More]
Posted in: Music conversion
 mknote
11-29-2006, 4:42 PM
#1
How can I get the origional music from TIE Fighter onto the Collector's Edition? The new music is VERY annoying... compared to the origional game. I seem to have lost my TIE Fighter CD, too... MK...  [Read More]
Posted in: TIE95 and WindowsNT
 mknote
12-28-2005, 7:08 PM
#5
So then, what are my other options? MK...  [Read More]
Posted in: TIE95 and WindowsNT
 mknote
12-25-2005, 8:26 PM
#3
Changing operating systems is out of the question. What other solutions are offered? A compatability patch similar to the XP one? MK...  [Read More]
Posted in: TIE95 and WindowsNT
 mknote
12-25-2005, 11:23 AM
#1
I am trying to run my TIE Fighter from my new XWing Collecter Series, but it won't let me. It says "TIE95.exe has generated errors and will be closed by Windows. You will need to restart the program." How do I run it? MK...  [Read More]
Posted in: Favorite ship
 mknote
12-02-2006, 3:25 PM
#7
I'll take the TIE Defender any day. MK...  [Read More]
Posted in: Teleporter that you can see thorugh
 mknote
08-21-2004, 9:33 PM
#9
Okay, never mind. I finally got a portal camera working, and it is EXACTLY what I wanted. Thanks! MK *edit* Correction... there is ONE thing else I would like. Is it possible to teleport weapon fire? So it would be just like firing through a door?...  [Read More]
Posted in: Teleporter that you can see thorugh
 mknote
08-10-2004, 11:48 PM
#8
Okay, I have been toying with this, without success. How do I combine trigger_teleporter with camera portal? This is what I want to do: Room ----portal---- Outside Map edge Void Map edge Outside -----portal----- Room You can see from on...  [Read More]
Posted in: Teleporter that you can see thorugh
 mknote
07-31-2004, 11:52 AM
#5
Hey mslaf, any ideas for this "fancy" shader? MK...  [Read More]
Posted in: Teleporter that you can see thorugh
 mknote
07-31-2004, 2:49 AM
#1
All right, I am probably a few Q engines ahead of the time, but I'll fire away anyway. I want to project an image of an area onto another area. Technecally, I want two rooms to seem like they are connected through a door (i.e. if an enemy is on the o...  [Read More]
Posted in: New map, new problems... terrain
 mknote
07-30-2004, 1:39 PM
#7
All right, so my other problem is that my map (and by extension, my terrain) is HUGE, about 90,064 x 90,064 units. (It is going to be a frozen naboohills2 with ROTJ-era ships) Now I really don't have the time to make a 90,065 x 90,065 pixel bitmap an...  [Read More]
Posted in: New map, new problems... terrain
 mknote
07-29-2004, 11:56 PM
#5
Yes, I know the basics. Level design seems to elude me though... MK...  [Read More]
Posted in: New map, new problems... terrain
 mknote
07-29-2004, 9:51 PM
#3
The problem arises from the fact that whenever I put two brushes together, I almost ALWAYS get sparklies. *sigh* Oh well, in a white snowfield, that won't show as badly. MK...  [Read More]
Posted in: New map, new problems... terrain
 mknote
07-29-2004, 5:21 PM
#1
Okay, I have tried EasyGen... I have tried gtkgensurf... but it WON'T WORK! It gives me thousands of brushes with triangles! They need to be one solid brush but still look realistic... plus, they are making the time to load my .map file almost six mi...  [Read More]
Posted in: Queston on Bot Routing
 mknote
07-27-2004, 1:40 PM
#1
Okay, so my map has an elevator that can only be moved by pressing a button. I know I need to put bot_wp_addflagged f, but will that make them press the button (actually, a trigger_multiple that requires the use button)? And if it won't, then how can...  [Read More]
Posted in: LAST PROBLEM (That I know about) - Sound yet again
 mknote
07-26-2004, 12:10 AM
#1
Okay, with fog solved, my elevator working, and the fact my sound was muffled in one area, I have come to the final problem delaying my map: the solution to the first sound problem I just mentioned (real simple, just run .vis) made another problem cr...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-27-2004, 12:47 AM
#21
I just sent in the BETA for this project: Please go here. (http://www.pcgamemods.com/6342/) Please download it and post comments, either here or at pcgamemods.com. MK...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-26-2004, 4:51 PM
#17
Actually, I like the new effect (global fog). I just want to get rid of this new problem (see last post). And I need to edit something: I don't have a sun "shader": I have a sun "light". It works properly, and this only appeared a...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-26-2004, 1:57 PM
#14
*sigh* Oh well, better then nothing. But now, I just compiled with .light, and I got this. http://server6.uploadit.org/files/mknote-shot0218.jpg I have a sun shader, and all of the outer-most walls (the ones touching the void) are textured white, bu...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-25-2004, 6:43 PM
#12
Wait, that fixed it... well, not really:mad: No HOM, but the fog EVERYWHERE. I don't want that. How do I fix that problem? MK...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-25-2004, 4:39 PM
#8
No, I didn't get leaked... I'll try what GothiX said. MK *edit* Still doesn't work, but I revised my shader somewhat: In the maps worldspawn - key _foghull value textures/yavinwhitefoghullfolder/yavinwhitefoghull. Key _farplanedist value 18000....  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-25-2004, 12:06 PM
#5
(Doesn't understand what wedge said) I only have one shader file, and it IS in the shader folder... and what do you mean, organized? Also, no matter how much I tinker with the _farplanedist, I still get the HOM effect. I have set it from as low as 1...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-24-2004, 7:28 PM
#3
Does the value for _farplanedist need to be a power of 2? MK *edit* Could somebody post a complete _foghull shader script, maybe tinkering with it above stats. The map in question is rectangular, 26592 x 13752 x 2032, although I may make it square...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mknote
07-24-2004, 5:14 PM
#1
Okiedokie, so, I gave up my plan for light, yavin_swamp fog for volumetric, yavin_white with the _foghull. I read a tout. on it (forgot the site), and did the steps it told me (make 6 8x8 pixle things with the RGB of the fog), put it into a folder, a...  [Read More]
Posted in: Revenge of the sound problems
 mknote
07-21-2004, 3:53 PM
#19
Wade, it returned my e-mail. It is quite large (8 megabytes, even while zipped), so maybe I need to send it elsewhere? Ideas? MK...  [Read More]