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Codja X

Latest Posts

Page: 10 of 12
Posted in: Spawning an ally
 Codja X
04-28-2004, 4:57 AM
#2
Open the console and type either: helpusobi 1 or open your map using devmap mapname instead of just "map". All the cheats will then work...  [Read More]
Posted in: Help Me!!!!!!!
 Codja X
04-24-2004, 9:41 AM
#3
Patience Supernerd - let the instructions flow through you... :)...  [Read More]
Posted in: MIRRORS?????Help
 Codja X
04-18-2004, 2:31 PM
#14
Mirrors are overated anyway......  [Read More]
Posted in: MIRRORS?????Help
 Codja X
04-18-2004, 1:26 PM
#12
what would you do then? Would you have to setup an areaportal stop the engine drawing behind it? I don't really need to use mirrors, but it would be handy for future reference.....  [Read More]
Posted in: MIRRORS?????Help
 Codja X
04-18-2004, 7:57 AM
#10
If push comes to shove, copy all your geometry, flip it on the z-axis and join it onto the existing geometry. You can then use common/env_glass to split this room in two and make the floor shiny. You won't be able to see npcs or other players in this...  [Read More]
Posted in: If you could have any ship.
 Codja X
04-23-2004, 8:42 AM
#17
Originally posted by majinrevan Nah, I'd have a jet black painted Executor-class Star Destroyer It'd probably be quicker to build another death star than to paint one of those bad boys! That's all the space based craft covered - to pootle round t...  [Read More]
Posted in: If you could have any ship.
 Codja X
04-22-2004, 11:51 AM
#14
I'd have a completely unmodifed X-Wing. i don't need modified stuff - i'm naturally awesome. Perhaps i'd upgrade the sound system for those long hyperspace flights, possibly stick a dvd player in there:) And an ashtray.. But apart from that, unmod...  [Read More]
Posted in: models and such please help
 Codja X
03-30-2004, 4:36 PM
#5
for the fogs, extract the file: fogs.shader from one of the PK3 files and open it up in notepad, and you'll see a list of all the fogs in the game. For the portal skies, have a look on www.map-review.com and you'll find a tutorial under the "tu...  [Read More]
Posted in: models and such please help
 Codja X
03-29-2004, 4:36 PM
#2
see the thread below for Portal skies - that's what you're after....  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-30-2004, 4:48 PM
#18
Do you know when something sounds so simple you think it can't possibly work and so don't try it? You've probably guessed the reason I had to ask:)...  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-30-2004, 3:09 PM
#16
Originally posted by WadeV1589 Except you're going overkill with the entity county to create corners and I don't think the entity turns yet does it? So you end up with a train facing the wrong direction. I'm just using 1 or 2 brushes per item of t...  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-29-2004, 3:59 PM
#11
I'm not planning on using it in multiplayer so it doesn't matter too much about lag. I've only just got into scripting so I wouldn't feel too confident about setting up a load of moving traffic. I'll have a look for some tutorials on it though. My...  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-29-2004, 2:16 PM
#9
Portal skies are awesome, normal skyboxes aren't! that's the main difference. What a portal sky basically is is a a box made of 6 brushes covered on the inside with the sky texture and on the outside with caulk. This box will be outside the normal c...  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-29-2004, 1:53 PM
#7
On the func_train itself or the path_corners? I'll have to have a fiddle with it - the speed at which my Star Destroyer moves over head would create hell of a lot of air displacement that would flatten my city:) Also, what method would you recomme...  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-29-2004, 12:54 PM
#5
Yeah, I tried it last night with a wedge shaped brush (representing my star destroyer). Portal skies are possibly the greatest creation for the quake3 engine. I've made a couple of city based maps and have had to model all the buildings in the city t...  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-28-2004, 7:05 PM
#2
No-one interested? This could revolutionise the way maps are made you know! Whoever can answer this would get a credit in every map made using this technique! Think of the fame, the glory, the women you'd get! :) You could have a scripted battle...  [Read More]
Posted in: Moving Objects in Portal Skies?
 Codja X
03-28-2004, 3:05 PM
#1
Does anyone know if entities such as func_trains work in Portal Sky boxes? One of my greatest desires for JK editing is to have animated skyboxes and the thought of a Star Destroyer cruising overhead is something I think would be EXTREMELY cool. Ha...  [Read More]
Posted in: Sort of a Madame Tussaud-type effect...
 Codja X
03-27-2004, 3:30 PM
#2
You could just use the "cinematic" flag in the entity properties window. There shouldn't be much difference between using the normal ghould model and an exact md3 replica of it, especially as there would be no AI loaded for it. Apart from...  [Read More]
Posted in: 1940's Steampunk
 Codja X
04-14-2004, 8:51 AM
#3
Nice skin! I think it should be in the showcase forum though. I'm pretty sure that lot will tell you if there's anything wrong with it:)...  [Read More]
Posted in: Brushes and stuff get invisible...
 Codja X
04-06-2004, 7:05 AM
#11
I get a very similar problem with the narshada/plant.md3 - the pot or base of the plant shows up, but the actual foliage does not, even though it casts shadows! I think i'm using q3map2.11 - could this be a bug as a lot of other models seem to be wo...  [Read More]
Posted in: What is the falling of projectiles governed by?
 Codja X
04-18-2004, 10:31 AM
#4
I'm pretty sure the cvar is sv_gravity. Type it in the console - the lower the number specified, the lower the gravity. You could probably set this in the .cfg per map and wouldn't need coding or compiling....  [Read More]
Posted in: What is the falling of projectiles governed by?
 Codja X
04-18-2004, 8:14 AM
#2
Gravity. Seriously - there's a gravity cvar that is set by default to 800, so if you change it, you can change the trajectory of it. This would affect other weapons as well and projectiles such as the grenades etc. My 1st post in the coding forum -...  [Read More]
Posted in: Func_train question...
 Codja X
03-29-2004, 1:43 PM
#7
In the latest version of radiant there is an "invisible" flag for the path_corner enitity - as soon as the train hits this point it will turn invisible until it gets to another path_corner without this flag set. Hell of a lot easier than sc...  [Read More]
Posted in: If You Were A Jedi.................
 Codja X
04-24-2004, 2:41 PM
#42
In fact, if I was a jedi, i'd just be myself. I'd have the jedi powers and a blue lightsaber and i'd be happy - no need of 4 arms or being a fantastic alien creature. Just my baggy jeans, a t-shirt and the power to kill from a 100 yards. New quest...  [Read More]
Posted in: If You Were A Jedi.................
 Codja X
04-24-2004, 10:56 AM
#40
What species is admiral thrawn? I'd be one of those, with a nice, sharp white suit and a red lightsaber!...  [Read More]
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