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Greymon

Latest Activity

Posted in: Levelshots doesn't work...
 Greymon
12-05-2003, 8:23 PM
#10
769? err, wha? I tried 1024x768 before and JA wasn't happy. Why on earth would it accept 769? In what dimension is that a power of 2?...  [Read More]
Posted in: Levelshots doesn't work...
 Greymon
12-04-2003, 8:58 PM
#2
Level shots must be in powers of 2. 256x256, 512x512, 1024x1024, etc......  [Read More]
Posted in: Flares
 Greymon
12-01-2003, 5:51 PM
#4
I've used flares many times but I usually place them on point lights and not in shaders. I've never written a shader with that command in it, but if you post the two you are referring to, maybe we can see something. I'm not really sure where you've a...  [Read More]
Posted in: Breath and Dust FX
 Greymon
11-23-2003, 2:53 PM
#2
Are you mapping for SP or MP? Some of the weather features and effects don't work in MP. I'm not certain which. If you go into SP mapping mode in radiant, you'll have spawnflag boxes under fx_snow and fx_rain that will give you mist (I assume thats...  [Read More]
Posted in: JA Duel/Power Duel Map
 Greymon
11-20-2003, 3:51 AM
#1
I'm making my first quake3 engine map so I'm still learning. I have reached a point where the map is mostly complete and I need beta testing. It is very playable as it is now but I'd like some experienced players and mappers to look over it. Please p...  [Read More]
Posted in: What's the deal w/ water?
 Greymon
11-15-2003, 8:33 PM
#7
You don't have to cover the entire brush with the water shader. On non-visible sides, use "system/caulk_water"...  [Read More]
Posted in: Mirror floor and Caulk(ing?) question ;)
 Greymon
11-15-2003, 8:39 PM
#2
I believe auto-caulking was removed from radiant because it was buggy. Selecting a brush and pressing ctrl-m still makes the brush a detail, though. Yes, it does unselect the brush after it makes it detail. If you want to confirm the brush is detail,...  [Read More]
Posted in: Some questions
 Greymon
11-07-2003, 6:27 AM
#7
I asked the same question about blacked-out model surfaces on another forum. A Raven designer answered: This because some of the misc_models were set as misc_model_statics and the MP code does not have the functionality of the single player code. Yo...  [Read More]
Posted in: Stupid music troubles
 Greymon
11-16-2003, 9:20 PM
#5
Make sure you are using this slash: / in your path to the music. The worldspawn info example uses \ but that is wrong. I've experimented with this and it will give you that error if you use \....  [Read More]
Change your desktop to 32 bit colors....  [Read More]
Posted in: Flares ?
 Greymon
10-28-2003, 11:24 PM
#2
On any point light entity add Key '_flare' with Value '1'. That will give you a default white flare. To specify a different flare shader, use Key '_flareshader' with Value of the flare shader you want to use. For example: textures/flares/flare_pulse...  [Read More]
Posted in: Lighning Effects
 Greymon
10-21-2003, 3:17 AM
#12
Originally posted by TPM_Montross ya with this glitch in radiant i can make mp maps with rain but i'm afraid that if i switch to mp without the glitch then i wont be able to and i wont be able to reverse the glitch and i'll lose the ability to make...  [Read More]
Posted in: Lighning Effects
 Greymon
10-20-2003, 2:03 AM
#8
Hrm, I don't know if that works in mp or not. I've only played with weather in singleplayer. Spawnflags 64 is just lightning in sp. Its not rain. If you use Heavy Rain, spawnflags 4 in sp, it automatically has lightning and mist. I can only suggest...  [Read More]
Posted in: Lighning Effects
 Greymon
10-19-2003, 12:51 AM
#5
Originally posted by TPM_Montross ya if ur talking about the spawnflag box i dont see anything there so i'm realy confuzed i have 1.3.12 but i dont see anything, there are no spawnflag boxes on fx_rain, and the thing i was refering to was trigger_li...  [Read More]
Posted in: Lighning Effects
 Greymon
10-18-2003, 11:32 PM
#2
I dont know what lightningfx key you're talking about, but lightning is available under the fx_rain entity. Assuming you're using gtkradiant 1.3.12: You can click on the box in the fx_rain that says 'heavy' and that will give you rain, fog, and light...  [Read More]
Posted in: Clipper Tool Woes
 Greymon
10-18-2003, 11:37 PM
#2
Highlight the brush you're trying to clip. Place the clip points. Youll notice one section of the brush will turn yellow. Thats the section that will remain after you clip it (by pressing Enter). To change which section remains, hold Ctrl then press...  [Read More]
Posted in: Official or not?
 Greymon
10-15-2003, 5:12 PM
#8
Darth Kaan, you're not understanding what gtkradiant does. Those shaders arent provided with the editors. They come from the game. Only the system shaders and a few others were provided with gtkradiant I believe. gtkradiant only provides the shaders...  [Read More]
Posted in: skyportal trick?
 Greymon
10-16-2003, 12:46 AM
#7
I haven't played with cloudlayers yet, but I know they dont require portal skies. The cloudlayers entity has an option to make them spirals if that's what you're referring to. As for the advantage: Portal skies are used to enhance your map without d...  [Read More]
Posted in: skyportal trick?
 Greymon
10-15-2003, 5:04 PM
#5
Originally posted by silverwest However, I was speculating that in JA they used a portal sky for the SP mission on the tram, with a script rearranging the buildings to keep repeating. Thats exactly what I was experimenting with. Thats not how they...  [Read More]
Posted in: skyportal trick?
 Greymon
10-15-2003, 5:31 AM
#3
To those who don't know, a skyportal is an alternative to the standard skybox. You make a room that serves as a skybox, put in a misc_skyportal in that room, and use caulk for your skies. It allows you to have moving objects in your sky among other t...  [Read More]
Posted in: Rail Entities
 Greymon
10-14-2003, 11:14 PM
#1
Has anyone played with the rail entities yet? On the rail_track entity there are two keys I cant figure out how to use. 'Radius' and 'Count'. Anyone know how those work? I've tried to create moving landmarks such as seen in the rail map. I can get th...  [Read More]
Posted in: Will there be a JK3 radiant?
 Greymon
10-14-2003, 6:55 PM
#21
Originally posted by Tyler_Durden umm.... so will there be a JK:JA radiant? gtk is more stable but the way it's set up, like you can't select your func_door if it is covered with an overlapping brush, very cumbersome, i had trouble with draw dista...  [Read More]
Posted in: Will there be a JK3 radiant?
 Greymon
10-14-2003, 6:20 PM
#18
Originally posted by gothicX LucasArts has the copyrights, and they announce it as the sequel to JO, but not JK3. They explicitly stated it this way. Lucasarts explicitly says that its a continuation of the Jedi Knight series. It IS JK3. What the...  [Read More]
Posted in: Will there be a JK3 radiant?
 Greymon
10-14-2003, 5:51 PM
#12
Um, GothicX, Ravensoft calls it JK3. I think thats pretty much definitive, is it not? http://jediacademy.ravengames.com/...  [Read More]
Posted in: weather files
 Greymon
10-14-2003, 7:01 PM
#3
I dont believe you edit the .weather files. The game produces those itself. You set weather in the map editors. I believe the game produces the .weather file the first time it loads the .bsp with weather effects in it....  [Read More]