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vas_zag

Latest Posts

Page: 3 of 4
Posted in: Brushes and stuff get invisible...
 vas_zag
03-15-2004, 9:26 PM
#3
sounds like a problem with ya vis ive had something like this before luckly for you i never solved it:p...  [Read More]
Posted in: Lava Shader Question
 vas_zag
03-09-2004, 5:00 PM
#3
http://www.heppler.com/shader/ its under the 'chapter' or whatever '6.6.3'...  [Read More]
Posted in: reflecting floors.
 vas_zag
03-06-2004, 7:23 PM
#4
yes please :)...  [Read More]
Posted in: Vertically Sliding Doors
 vas_zag
03-04-2004, 8:45 AM
#4
i think the angle value for the func_door is -2 or -1 one is up one is down i cant remember...  [Read More]
Posted in: jukebox
 vas_zag
03-14-2004, 5:05 PM
#4
well why cant you just do that? i have not really tried to do this but ill need o eventually......  [Read More]
Posted in: glowing textures
 vas_zag
03-03-2004, 4:13 PM
#11
so do you need to include the shaderlist file in your pk3? i have nmot seen any so what does adding your shder file to the list do?...  [Read More]
Posted in: Some questions about fog...
 vas_zag
02-22-2004, 1:08 PM
#2
i think fog increases fps because the engine doesnt have to draw anything past what the fog hides....... i dont work with fog i think its annoying....  [Read More]
well Jedi_Vogel there is no scripts forum here is there and most half decent maps need some kind of script... maybe we should make an official scripting thread so if anyone has any question scripting wise they go there..... we could fill it full of t...  [Read More]
Posted in: Seriouse Fps Trouble
 vas_zag
02-21-2004, 1:02 AM
#11
cant you use hint brushes to increase the fps? im kinda sure i know how they work im just not sure where to place them........  [Read More]
Posted in: converting jk2 saber hilts/swords into jk3 swords
 vas_zag
02-16-2004, 8:03 PM
#1
ok heres the deal: theres a model of a chainsaw used as a saber in jk2 what would i need to do to convert the weapon so it is then a proper sword in jka.. im slightly sertain there already been a similar thread but looking through all the pages is ha...  [Read More]
Posted in: Doors and Non-Textures
 vas_zag
02-16-2004, 8:06 PM
#2
ok first i looked in an old map where i used the hoth sky shader and found this as the path: textures/jnegretetest/hoth_sky so check that out :p so its a func_door eh? erm give us the key/values ya got what texture are you using also?...  [Read More]
Posted in: How 2 Add New Textures
 vas_zag
02-13-2004, 2:46 PM
#7
basically if you put a pk3 in the base folder the game just sees the files as if their in the base folder since the game doesnt get any files it needs map wise from the base folder you need to add subfolders to your pk3 so for example if you want the...  [Read More]
Posted in: Opening doors in the right way
 vas_zag
02-18-2004, 9:31 PM
#42
yeah dark read it through its helped me out loads and i was a total scripting newbie...  [Read More]
Posted in: Opening doors in the right way
 vas_zag
02-18-2004, 9:59 AM
#32
did you put the script in the right place?...  [Read More]
Posted in: Opening doors in the right way
 vas_zag
02-14-2004, 9:58 AM
#25
what i did in the end was copy wades cript, paste it into the .txt behaveED makes and then i opened that using behaveED, then i just coompiled and that worked perfectly...  [Read More]
Posted in: Opening doors in the right way
 vas_zag
02-13-2004, 11:35 AM
#20
ok thanks yay it works! i made the script runner active i dont really know y i had it inactive i made it wait 198 because the tuntable arm has to move onto a func_rotate which is a record the trigger also links to a target_speaker that plays a song t...  [Read More]
i still like the many triggers idea........ erm how do you stop a func_timer from fireing because once mine starts it wont stop :(...  [Read More]
Posted in: Max_map_brushes
 vas_zag
02-13-2004, 11:55 AM
#18
Originally posted by GothiX how do you actually get radients to compile in such away? where do i type these instrustions in i tryed adding a new bsp menu command but it didnt work :(...  [Read More]
Posted in: New single player episode for Jedi Academy.
 vas_zag
02-17-2004, 10:38 AM
#13
very very nice i am looking foward to this SP mods are really what gets me excited i just hope you spend enough time on it to do the project justice :)...  [Read More]
Posted in: Changing the vehicle limit
 vas_zag
02-17-2004, 11:06 AM
#10
cant someone just make a mod that just changes the vehicle limit to like 9999999? i mean thats what everyone wants right?...  [Read More]
Posted in: Water with waves?
 vas_zag
02-12-2004, 6:43 PM
#13
sry just wondering if anyone out there knows what effect files were used by raven in Ord Mantell Canyon (ffa_bonus4) map to make that water gushing outta that pipe and to make the little tiny drops of water dripping from the ceiling.... those look am...  [Read More]
Posted in: Enhanced Ideas: New Force Powers
 vas_zag
02-17-2004, 11:21 AM
#61
how about a "you dont want to kill me, you want to go home and rethink your life" force power? effect- player disconnects from server, gets up of chair and goes out side for once :p lol anyway i think you should make grip affect differen...  [Read More]
Posted in: Tutorial: Replacing Jaden with custom model
 vas_zag
02-13-2004, 3:39 PM
#121
well if your making a custom sp level i would make a .cfg file and chuck it in a pk3 that goes in gamedata then i would make a dos batch file that opens up jasp, loads the map and runs the .cfg then you just put "playermodel npcname" in th...  [Read More]
Posted in: [WIP] Agent Smith-The Matrix
 vas_zag
02-17-2004, 10:57 PM
#74
cool ive been waiting for a good version of that! hey how about making a version agent smith how neo sees him in the 3rd film when he gets blinded you know all flamey and evil that would look cool but your gonna have to watch the 3rd film again to se...  [Read More]
Posted in: [WIP] Agent Smith-The Matrix
 vas_zag
02-14-2004, 10:53 AM
#72
suggestion: make a version that is just covered in a matrix code shader like neo see him that would be handy...  [Read More]
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