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_PerfectAgent_

Latest Posts

Page: 7 of 7
Posted in: Light emitting shader?
 _PerfectAgent_
11-09-2003, 4:33 PM
#2
I think light emitting shaders only glow... But what you can do is that you can use a light entity and use an info_null to point where you want the spotlight to point to....  [Read More]
Posted in: JO->JA Conversions
 _PerfectAgent_
11-08-2003, 5:26 PM
#2
The fx_runner effects are different than in Jedi Outcast, you'll have to use new fx files that come with Jedi Academy or import the fx files needed into your pk3. As for the textures, they removed a bunch of textures that were in Jedi Outcast, so yo...  [Read More]
Posted in: Force Pushable/Pullable Objects
 _PerfectAgent_
11-08-2003, 5:11 PM
#4
Thanks! I'll go there....  [Read More]
Posted in: Force Pushable/Pullable Objects
 _PerfectAgent_
11-08-2003, 4:20 AM
#1
I'm having this problem making objects you can force push and pull. I tried turning a brush into a func_door and that worked fine, but the problem is that I can't set the distance I want it to move when it is force push/pulled. I need help on this, t...  [Read More]
Posted in: not compiling.. help me fix this please!
 _PerfectAgent_
11-07-2003, 3:09 PM
#7
Yeah, that probably will, Q3Map is better at compiling than SoF2Map. But about the leak, don't forget that making every single brush touching the void into detail will make the vis process think that there's no brushes enveloping the level from the v...  [Read More]
Posted in: not compiling.. help me fix this please!
 _PerfectAgent_
11-05-2003, 10:14 PM
#2
From what I can see, one problem is that there is a leak in the map. The other problem has to do with the leaf nodes, but I don't know too much about that.......  [Read More]
Posted in: Stupid music troubles
 _PerfectAgent_
11-06-2003, 11:05 PM
#3
About the music problem, for some reason, Single Player gives me problems with music, possibly because the music needs to be dynamic (type of music changes depending on the situation). But make sure that the directory in the worldspawn for the music...  [Read More]
Posted in: filling large spaces
 _PerfectAgent_
11-05-2003, 4:37 PM
#4
Oh, in that case, you can have supports that go kind of like this _______ / \ / \ / \ You can also use air vents and include windows on an outside edge. You can have pipes going at the top (use actual cylinders or textures) and light sources. You...  [Read More]
Posted in: filling large spaces
 _PerfectAgent_
11-04-2003, 9:51 PM
#2
It all really depends on the theme of your map, such as if it's a temple or a base or something. But you generally should put columns or a support of any kind, but don't clutter it too much or it'll be a bit hard to get through....  [Read More]
Posted in: Two Questions
 _PerfectAgent_
11-09-2003, 3:37 PM
#10
Yeah, you can. It's not a speaker physically, but it's a source of sound, it's invisible in the game....  [Read More]
Posted in: Two Questions
 _PerfectAgent_
11-09-2003, 12:25 AM
#8
Make a trigger brush as large as you want (or as small), but large enough for the player to fit inside; it should be large enough to cover the area you want the player to hear the fire. Make the trigger brush into a trigger_multiple. Then use the ta...  [Read More]
Posted in: Two Questions
 _PerfectAgent_
11-07-2003, 1:18 AM
#2
1. Use a target_speaker and put it inside or close to the fire, make sure the "sound" key uses a sound that sounds like fire! 2. I think that some fx files can do that, but I'm not sure. You can make the color different, use the color key,...  [Read More]
You could make the skybox go behind the other room just enough so it goes behind the other room or make a small box (the skybox) and have it go around everything. I edited the diagram to show what I am talking about... http://www.uploadit.org/files2...  [Read More]
Posted in: Head Smashed in Bot Jump
 _PerfectAgent_
11-05-2003, 10:30 PM
#2
About the falling and killing themselves thing... Maybe you can try to put the Do Not Enter shader around where there are bottomless pits, if I remember correctly, that makes the bots avoid the Do Not Enter shader; it'll be invisible in game....  [Read More]
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