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zeimi

Latest Activity

Posted in: Casting lights through a grid
 zeimi
08-21-2004, 9:58 AM
#2
I think you are using entity suns wrong. Your entity sun must exist somewhere within the map hull. Then use an appropriate sky shader everywhere you want your sun to cast light. http://www.map-review.com/index.php?page=tutorial_view&id=16...  [Read More]
Posted in: lighting
 zeimi
07-12-2004, 5:46 PM
#2
To create the effect you mention you need to create a shader with your chosen textures and add a glow parameter to the blending stage with glow texture and possibly an optional flare effect. A possible shader with the glow parameter highlighted coul...  [Read More]
Posted in: Video Tuts
 zeimi
07-22-2004, 3:10 AM
#3
You should also include some video codec info about your video files. Most of them are refusing to play in my WMP....  [Read More]
Posted in: My Original Idea!!
 zeimi
07-13-2004, 5:36 PM
#22
I just watched your tutorial video about this just out of curiosity. It was rather funny because of your confusion between target and targetname. I suggest getting to know your subject well and try if your creations work before you start recording a...  [Read More]
Posted in: Respawning Vehicles in Siege Maps
 zeimi
06-29-2004, 8:53 AM
#2
The vehicle respawn question has been answered a couple of dozen times by now. Use the search option. I haven't been able to make func_plat to behave in the way you described (in Jedi Academy) but you can get good results with func_door....  [Read More]
Posted in: Distortion problem
 zeimi
06-19-2004, 9:16 AM
#2
Is your terrain made of detail brushes? A tutorial about detail brushes (http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml) Another tutorial about detail brushes (http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn3.ht...  [Read More]
Posted in: Can See other rooms through Skyboxes
 zeimi
06-15-2004, 6:47 AM
#9
I recommend building your maps with logically placed windows or placing some brushes that are seen with the skybox to represent outer walls of your other rooms....  [Read More]
Posted in: The Downside of Yavin Sky!
 zeimi
06-08-2004, 8:14 AM
#7
You might want to have a look at the siege_hoth sample map or this (http://www.map-review.com/index.php?page=tutorial_view&id=15) tutorial....  [Read More]
Posted in: Textures
 zeimi
06-07-2004, 6:27 AM
#2
MSPaint supports only some crispy Windows file formats like .bsp. Most probably you want to create .jpgs or .tgas so you need to find another image editing program. Making your .jpgs and .tgas to work in game is another subject and there are nі+1 th...  [Read More]
Posted in: jetpack? in MP?
 zeimi
06-07-2004, 6:29 AM
#7
Works wonders in my MP map. I'm not sure if it works in SP though....  [Read More]
Posted in: jetpack? in MP?
 zeimi
06-06-2004, 1:26 PM
#2
item_jetpack seems to do the trick for me...  [Read More]
Posted in: Doors
 zeimi
06-06-2004, 9:26 AM
#2
Create your door in a way you want. Set the toggle spawnflag that makes it to wait at both ends. Create a trigger_multiple in a way you want. Target it to your door. Some info about doors (http://richdiesal.jedioutcastmaps.com/tutorials/br201lsn5.ht...  [Read More]
Posted in: wall that npcs cant pass but player can?
 zeimi
06-05-2004, 1:56 PM
#2
Try textures/system/blocknpc...  [Read More]
Posted in: Urgent: Need objects to move and turn.
 zeimi
06-02-2004, 8:51 AM
#2
How about making them func_static and affecting them to move and rotate with ref_tags? It shouldn't be too difficult. Just search Raven's scripts that came along with the SDK, experiment and you should do fine....  [Read More]
Posted in: Radient nOOb ?
 zeimi
05-30-2004, 1:42 AM
#2
Most probably you installed Radiant wrong....  [Read More]
Posted in: Chose a 0 valued axis - without patches
 zeimi
05-15-2004, 9:06 AM
#2
Grrhwr. No ideas?...  [Read More]
Posted in: Chose a 0 valued axis - without patches
 zeimi
05-09-2004, 3:51 AM
#1
Everytime I compile my map it has "Chose a 0 valued axis" at light stage. It's not that fatal though because only thing it seems to affect is that it stops the compile monitoring for GtkRadiant, the actual compile itself finishes well and t...  [Read More]
Posted in: Forcing func_plat to return
 zeimi
05-09-2004, 4:44 AM
#7
I made it work with func_door though I have some problems with calculating the correct lip value for the elevator to stop ;(...  [Read More]
Posted in: Forcing func_plat to return
 zeimi
05-04-2004, 7:22 AM
#3
Nope, wait won't work....  [Read More]
Posted in: Forcing func_plat to return
 zeimi
05-03-2004, 8:34 AM
#1
How can I force func_plat to return to it's starting position after moving even if there is a player standing on the func_plat. I tried setting delay but the plat was still too eager to stay where it was until player walked away from it. Elevator can...  [Read More]
Posted in: Yavin "embedded" light
 zeimi
05-03-2004, 2:45 PM
#5
Thank you very much!...  [Read More]
Posted in: Yavin "embedded" light
 zeimi
05-03-2004, 8:36 AM
#3
The brushes with wall texture and light texture have one common plane (the visible one). I have made it work some months ago but now I cannot remember how....  [Read More]
Posted in: Yavin "embedded" light
 zeimi
05-02-2004, 1:04 PM
#1
The following shader code removes the outer side of the texture the way I want but the Z-fighting flicker is still visible. I'm almost sure that there is a shader code to prevent the Z-fighting thing in JA's assets but I can't find it. If no one know...  [Read More]
Posted in: Weapons Error/Problem
 zeimi
05-01-2004, 8:33 AM
#3
Check the Z-axis-positioning or your entities. It is very likely that they exist in the ceiling or floor of your room....  [Read More]
Posted in: A rolling stone?
 zeimi
06-22-2004, 4:38 AM
#37
I'd suggest commenting out most of your move and wait lines and first try if you can get each of them work individually or in groups of 2-3....  [Read More]