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Codja X

Latest Posts

Page: 2 of 12
Posted in: Bespin: Tibanna Gas Platforms
 Codja X
09-13-2004, 6:06 AM
#3
I second that - very reminscient of Rogue Leader on the gamecube (and that's a good thing:) )...  [Read More]
Posted in: Rich Diesal
 Codja X
09-13-2004, 11:15 AM
#7
Originally posted by Shadow_stone its like a real hard diploma. Biggest understatement of the year so far? He'll be Dr. Deisal after he's completed it - how cool would it be to be called "Dr. Deisal":)...  [Read More]
Posted in: WIP: Malak skin
 Codja X
09-07-2004, 8:22 AM
#7
He looks a little cross-eyed in the last pic but I like what you're doing with him (and it's better than I can do:) ) Will you be doing a pre-sith Malak (before he turned to the dark side) in the future? That'd be an interesting concept......  [Read More]
Posted in: Project Victor
 Codja X
08-30-2004, 1:38 AM
#7
Yeah, use a rotate script for hands with 1 completion every 3600000 milliseconds for the minute hand and 1 completion every 43200000 for the hours hand. A real time clock would be pretty cool....  [Read More]
Posted in: Project Victor
 Codja X
08-29-2004, 11:05 PM
#5
I really like the light blooming you've got coming in through the windows. A good use of the dynamic glow Also, does that clock work? All you need now is to create a skin for the player model with a pipe and a smoking jacket and it'll be perfect:)...  [Read More]
Posted in: Jedi you would most like to be?
 Codja X
08-27-2004, 10:13 AM
#3
reason 9 - and he gets to wear a Darth Vader costume all the time :)...  [Read More]
Posted in: Are you gonna just sit there all day?
 Codja X
08-25-2004, 12:05 PM
#2
A brief guide to see you on your way: give the npc the key: npc_targetname with the key "lazybugger1" and the key spawnscript with "yourscriptfolder/lazynpcs" and set the flag "bs_cinematic" if your don't want the scrip...  [Read More]
Posted in: Vacany Signs!!!!!!
 Codja X
08-22-2004, 3:43 AM
#4
none of the vacany signs I see in real life flash:) Use ShaderEd to browse through the ingame shaders, find one that flashes to your liking, and put your vacancy texture in there instead. Or do a search for alphagen in the the shader manual...  [Read More]
Posted in: Mouse droid
 Codja X
08-24-2004, 4:36 AM
#14
can't you just convert it into a vehicle?...  [Read More]
Posted in: Casting lights through a grid
 Codja X
08-22-2004, 3:51 AM
#3
What is the "light" value on the light? It may simply not be high enough to shine through. Try making it 500+ if lower than that. Also, for sun entities, check out the tutorial on: www.map-center.com...  [Read More]
Posted in: Shader problem
 Codja X
08-12-2004, 9:20 AM
#4
http://shaderlab.com/q3map2/shader_manual/ch2.html#polygonoffset I'm not really sure myself, hence the advice in looking at the manual, but you shouldn't need a value - just put the word in there - before your stages. This should render the textur...  [Read More]
Posted in: Shader problem
 Codja X
08-12-2004, 9:09 AM
#2
Have a look in the shader manual for polygonoffset...  [Read More]
Posted in: help please
 Codja X
08-12-2004, 9:05 AM
#2
shift-clicking stuff selects them, so: select the light first, then select the info_null and THEN press ctrl and k. If that doesn't work then try this: select the light and press "n". This should bring up the entity window. At the bottom...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
09-09-2004, 2:37 AM
#44
Originally posted by Skyfez Only criticism i have is that the one building in the background behind the bridge looks too much like a modern day building that we might all see everyday. Sounds weird but it needs to look more Future like or star warsy...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
09-07-2004, 9:21 AM
#40
Some more screens (WIP of the most severe kind though...): http://img26.exs.cx/img26/3774/shot99.jpg http://img26.exs.cx/img26/826/shot96.jpg Some reverse camera shots: http://img26.exs.cx/img26/5293/shot100.jpg http://img26.exs.cx/img26/7121/shot...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
09-07-2004, 8:26 AM
#39
Yeah, i've had a go of the toolz, but it's not usually updated as fast as q3map2 and as i'm a freak for all the new features that Ydnar adds, it's usually quicker for me just to add a switch into one of my batch files:)...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
09-07-2004, 1:16 AM
#37
@GothicX: This is my compiling batch file for my end of day run: q3map2 -game ja -fs_basepath "D:/jk3/GameData/" -meta -samplesize 4 -v D:\jk3\gamedata\base\maps\%1.map q3map2 -game ja -vis -saveprt -v D:\jk3\gamedata\base\maps\%1.bsp q3...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
09-06-2004, 7:59 AM
#35
Originally posted by mergatroid The killer light stage, it seems to double (or triple) the compile time, it doesn't surprise me in your map though, with all that advanced lighting. I wouldn't say it was advanced - in fact i've gone for a sledgeham...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
09-06-2004, 7:09 AM
#32
It's the light stage that kills my compile times - bsp and vis take about 3 minutes and the rest is all the light phase:roleyess:...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
09-06-2004, 12:29 AM
#30
Okay, A quick little update (no screens yet though unfortunately): Have completed the scripting for my turbolasers and some general ambient effects and have nearly completed the exterior of the map. All that needs doing now is the internals of so...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
08-24-2004, 6:21 AM
#21
Originally posted by lassev I hope you will have plenty of scripting and environmental interactivity in general in the final product. That's the plan! But it's also the problem - i've just started scripting some enviroment effects and it's taki...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
08-24-2004, 3:59 AM
#19
Some more screens - just some minor detailing updates: Some interior corridor shots: http://homepage.ntlworld.com/swaiteuk/shot0007.jpg http://homepage.ntlworld.com/swaiteuk/shot0008.jpg A shot of club/bar/nightspot found in the lower depths of...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
08-17-2004, 3:37 AM
#17
Thanks for all your kind words guys:) I might release it as a multi-player once the architecture is complete, but it's not really designed for it, and would probably not play very well. It would be fun to have a sort of capture the flag style effor...  [Read More]
Posted in: Wip: Muunilinst
 Codja X
08-13-2004, 4:26 AM
#11
Thanks for all the good feedback guys - i'll keep cracking at it and hopefully i'll be able to release something you'll all enjoy. More screens next week if real-life doesn't get in the way:)...  [Read More]
Posted in: Saber Control Methods
 Codja X
08-22-2004, 10:02 AM
#44
I'll add my penny's worth as i've had an interest in the saber system for a while now. I like kusanagi's idea about "padlocking" your opponents - it could work in a very similar fashion to the Zelda game on the n64 - a block button, an att...  [Read More]
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