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Codja X

Latest Posts

Page: 5 of 12
Posted in: yes Im having bunches of problems
 Codja X
07-16-2004, 2:00 PM
#4
Have you updated your video card drivers recently? If you've got XP, try a system restore to when you know it was working last. If you can't quite remember, right click and go to properties on one of your map's BSP files and see the creation time....  [Read More]
Posted in: need help on my 'Spin Cycle' map
 Codja X
07-13-2004, 5:02 AM
#3
Put the origin brush where you want the platform to spin around. Select all the brushes (including the origin brush), right click and go to func_rotate. It defaults to rotating around the z-axis (much like a old vinyl record player), but you can cha...  [Read More]
There should be 2 files in either the JK PAK file or the Radiant editor program file. mp_ents.def and sp_ents.def - these are the entity definition files for multiplayer and singleplayer respectively. Raven should co-op from the start. Also, does a...  [Read More]
Posted in: Scaling Help?
 Codja X
07-02-2004, 3:59 PM
#4
I think it's as simple as adding your npc in radiant, opening up the entity properties window and add a "scale" key. The value for the key determines the amount of scaling done on the npc. Check out this thread on www.map-center.com htt...  [Read More]
Posted in: Scaling Help?
 Codja X
07-02-2004, 11:56 AM
#2
Do you mean start the game scale X amount of times or to dynamically scale in game? If you want the model scaled just X amount of times, you can either add the line "scale 2" to scale it by two times in that particular .npc file. I think...  [Read More]
Posted in: ShaderED2
 Codja X
07-02-2004, 2:00 PM
#10
Well, whatever happens, I think this may need a new thread. There are going to have to be a lot of points to be considered even before this project gets off the ground such as: 1) Can we obtain the source code? 2) What language will it be in, fai...  [Read More]
Posted in: ShaderED2
 Codja X
07-02-2004, 11:51 AM
#8
Is ShaderED written by Raven Software? If that's the case then I think it's highly unlikely they'll update it again, being as they've moved onto the Doom3 engine. Plus it would require them liasing with Ydnar to see what features have been added and...  [Read More]
Posted in: ShaderED2
 Codja X
07-02-2004, 9:24 AM
#5
Originally posted by Jedi_Vogel And as a lot of people like to do it "raw", as they say, would we be able to find enough people to work on it? That's the problem. If you're skilled enough to modify program code to add the new features,...  [Read More]
Posted in: Compile questions...
 Codja X
07-01-2004, 12:57 PM
#4
No problem. I love little posts like this - bump up my number of posts. I'll be buggered if i'm staying an Ewok for any length of time:)...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 11:14 AM
#33
Corto is right - what you should do when creating new assets is to make your shader name, textures directory and map name the same. Rename then textures/spares directory to textures/yavinfort and make sure you update the shader to reflect this. The...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 11:04 AM
#30
Originally posted by Jedi_Vogel textures/yavinfort/yf_marble2 { qer_editorimage textures/spares/yf_marble2 q3map_nolightmap q3map_onlyvertexlighting cull twosided } You may want to get rid of the q3map_nolightmap and the q3map_onlyvertexlightin...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 10:58 AM
#27
Also, in shaderEd, click on the sourcesafe menu, go to configure and make sure that the paths to your base and shader directories are correct. As I mentioned earlier - it's all trial and error and for the most part, a pain in the arse....  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 10:40 AM
#23
No problem. As I said, my memory isn't what it used to be. Okay, try this. Get an existing JA shader, rename it and open that in ShaderED. Remove all the shaders bar one, rename that shader to one of your preference and double click on that and see...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 10:22 AM
#21
Bugger. Okay, try this. In your shaders folder, create a new text file. Rename it yourmapname.shader, open that in shaderED and try the Add file thing. Once you've give then shader a name (it doesn't have to be the same as the name of the texture)...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 9:40 AM
#19
Ahhhh, I see now. Right, what you need to do is "add folder" 1st, call it textures/spares. Then, right click on the textures/spares folder and click "add file" Double click on the marble file, and you'll see the main shader opt...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 9:33 AM
#17
Does yf_marble2.jpg exist in the textures/spares directory? Are you doing this in the stages tab? If not, then save it there. Also, there should be a button next to where you specify the texture map - press this and a normal windows "Open"...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 9:15 AM
#15
JPEG, PNG or TGA - these should all work. Sorry I forgot - you'll have to click the NEW or Add stage button 1st or all the options will be greyed out....  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 8:39 AM
#13
ShaderEd does look bewildering to start with, but it really isn't that difficult. Lets try getting a shader up and running for you. I'll have to use my extremely patchy and unreliable memory for this though. 1st thing: What are you trying to acheiv...  [Read More]
Posted in: Shaders for Idiots
 Codja X
07-01-2004, 8:31 AM
#11
I'm in work at the moment, so I can't send anything your way. However! I can do the next best thing: http://www.qeradiant.com/manual/Q3AShader_Manual/index.htm This is an online version of that same file. The chances are you've already looked thro...  [Read More]
Posted in: Bump Mapping
 Codja X
07-02-2004, 10:30 AM
#8
Originally posted by *Dark Cannt you just use the normalised bump-map as the light map. As far as i am aware, all a bump map does is to effect the way that lighting falls on it. Some areas shadow others etc. In this way it would make something look...  [Read More]
Posted in: More questions...oy
 Codja X
07-02-2004, 11:14 AM
#15
The .cfg file is where all your game settings are kept. Just added the lines: +helpusobiwan 1 +setforceall 3 You could also try and create a windows shortcut to jkasp.exe and add those two lines to the command prompt. It's old skool, uncomplicat...  [Read More]
Posted in: More questions...oy
 Codja X
07-02-2004, 10:19 AM
#13
Can you not specify the force powers your character has in the .cfg file? Obviously you can cheat to get the force powers up, so theoretically you could add the console command to the cfg file to do the same?...  [Read More]
Posted in: Trying Not to be Discouraged...
 Codja X
07-02-2004, 8:08 AM
#73
Just remember to caulk and make them detail brushes or your compile times will go through the roof....  [Read More]
Posted in: So many star wars games...
 Codja X
07-12-2004, 6:44 AM
#18
Originally posted by Majin Revan I'd die if I'd have to get it for XBOX and not be able to play it online or mod it!! Bloody Hell! You should see a doctor about that condition:)...  [Read More]
Posted in: dodging ability
 Codja X
07-02-2004, 10:49 AM
#6
Originally posted by TK42235 if you hold the "use" key and eny of the keys you use to move you know like strafe and walk forward and back you do these weird motion things and whenever some progectile comes close force speed turns on and t...  [Read More]
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