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Codja X

Latest Posts

Page: 4 of 12
Posted in: OT DVD Screencaps
 Codja X
07-28-2004, 6:03 PM
#2
I don't know how you do it, but this is good stuff indeed:)...  [Read More]
Posted in: The millionth sky shader problem..
 Codja X
07-26-2004, 4:21 PM
#7
If you're not sure how far the compile process is going, just do one stage at a time - bsp 1st, then vis, then light. See if any throw up error messages and then post them here....  [Read More]
Posted in: The millionth sky shader problem..
 Codja X
07-26-2004, 11:24 AM
#5
Are you using the portal_sky entity to create the skybox? If so, you've got to make sure that the box you have created for the portal sky is well off to one side and above the main area of the map or you'll see the box in the sky. Also are you usin...  [Read More]
Posted in: NPC movment
 Codja X
07-25-2004, 6:01 PM
#2
Looky: http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1519...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 Codja X
07-26-2004, 5:28 PM
#19
Mental note: must. read. all. of. thread. before. posting....  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 Codja X
07-26-2004, 4:48 PM
#16
Originally posted by Jedi_Vogel If you just want an area with fog, just create a fog brush, surely? A _foghull is something completely different - don't get confused: http://shaderlab.com/q3map2/shader_manual/apC.html (Advanced and technical)...  [Read More]
Posted in: Sparkies in Bevel caps... ><
 Codja X
07-25-2004, 5:52 PM
#14
I don't know whether it's a problem with my video card drivers, my game settings or my version of q3map2 (2.5.11) but if I caulk behind bevels I do tend to get some sparklies. I attribute this though to the auto LOD thing that the q3 engine has. If,...  [Read More]
Posted in: Sparkies in Bevel caps... ><
 Codja X
07-25-2004, 11:09 AM
#11
Caulking also cut's your vis times down dramatically, so keep on caulking!...  [Read More]
Posted in: dynamic lighting
 Codja X
07-26-2004, 11:16 AM
#11
I took me a while to work out you meant Splinter Cell Pandora Tomorrow - i've played the 1st one, but yeah, you've confirmed what I thought, so: No enemies near (semi) dynamic shadows then!...  [Read More]
Posted in: dynamic lighting
 Codja X
07-25-2004, 6:08 PM
#9
Is the decal another stage in the rendering pass? Does it just effect the geomtry it's targetted at or does anything that comes between the decal and what ever it points at get effected? Example: You have a func_rotate fan in the ceiling. You've go...  [Read More]
Posted in: dynamic lighting
 Codja X
07-22-2004, 3:01 PM
#7
I think the biggest use I can think of at the moment is the old "rotating fan" shadow, but that's reasonably easy to do, given some work. Would this be the decal effect you're talking about?...  [Read More]
Posted in: dynamic lighting
 Codja X
07-22-2004, 1:49 PM
#5
Semi-dymanic lights have been around since Quake 1 - the old rocket launcher for example. In Jedi Academy the Lightsaber also gives off what could be considered a dynamic light. What the Quake engine doesn't really have is dynamic shadows, so if yo...  [Read More]
Posted in: Testrin Level development.
 Codja X
07-22-2004, 5:21 PM
#14
Originally posted by lwwiz hm k ill try. Are you that funny student counciller dude out of South Park? Hmm kay!...  [Read More]
Posted in: Testrin Level development.
 Codja X
07-22-2004, 4:56 PM
#12
The texture on the right hand wall seems to be repeating a lot more than on the other walls. Also, the pipes seem to come directly out of the ceiling - try putting a box there where they come out and find a texture with a blinking led on it - you ca...  [Read More]
Posted in: Testrin Level development.
 Codja X
07-22-2004, 3:30 PM
#9
You could have 1 under the front of the nose and 1 under each wing. That should be cool...  [Read More]
Posted in: Testrin Level development.
 Codja X
07-22-2004, 3:25 PM
#7
Looking good:) You could also try putting some lights on the floor next to the x-wings to light them up a little at the bottom - If it was a real hangar, the technicians fixing the x-wings would need the lights to see what they were doing, plus i...  [Read More]
Posted in: Testrin Level development.
 Codja X
07-22-2004, 2:05 PM
#4
You could try putting some pipes running from the box on the right hand side of the screen to the x-wings - it will look like they're being refuelled. I personally like the lights - could be a little brighter though. Chuck a couple of R2 or R5 droi...  [Read More]
Posted in: 13 Stormtroopers March! 6 Wont.... =(
 Codja X
07-21-2004, 2:51 PM
#9
Have you set the cinematic flag on the last row of stormtroopers? Also, if you've copied and pasted all the navpoints have you made sure that their names are all correct? I know it sounds almost patronising but i've learned the hard way that start...  [Read More]
Posted in: 13 Stormtroopers March! 6 Wont.... =(
 Codja X
07-21-2004, 11:08 AM
#2
Just like real stormtroopers then:)...  [Read More]
Posted in: Help me please
 Codja X
07-20-2004, 3:53 PM
#18
Could this be the problem? WARNING: Couldn't find image for shader textures/yavin/temple_basicwall3 WARNING: Couldn't find image for shader textures/yavin/warroom_floor WARNING: Couldn't find image for shader textures/yavin/streakshale WARNING: Cou...  [Read More]
Posted in: Help me please
 Codja X
07-19-2004, 3:08 AM
#2
Post some screenshots so we can see exactly what's going on and to see how "gay" your map looks....  [Read More]
Posted in: Bartenders, Waitors, and Mayhem
 Codja X
07-20-2004, 11:08 AM
#10
You could, but you may have to create new animations such as the waiter carrying the tray. You should be able to improvise the rest (such as the bartender placing a glass down). Try getting the basic walk from point a to b scripting done 1st and the...  [Read More]
Posted in: Bartenders, Waitors, and Mayhem
 Codja X
07-19-2004, 3:36 AM
#5
Originally posted by B00mer I am going to try and add a menu popup window with the items for both the bartendors and the waitors. You are not going to be able to do that without the source code to the game. As for the Bartender and Waiters asking...  [Read More]
Posted in: Temple of Trials v1.1
 Codja X
07-17-2004, 3:03 PM
#3
Lisi Mali is pretty fit. You're a lucky boy:)...  [Read More]
Posted in: Decompiling?
 Codja X
07-22-2004, 2:01 PM
#20
I find decompiling maps to be pretty useless - most of the entities come back screwed, you can't really see how everything is scripted and the map usually comes back so full of errors that it takes hours just to work out what should be there and what...  [Read More]
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