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Codja X

Latest Posts

Page: 8 of 12
Posted in: FPS
 Codja X
06-15-2004, 6:40 AM
#10
It doesn't really matter how big the bevels - the Q3 engine will draw them at a lower detail the further away you are. This can be set in the game options under "geometric detail". If you're concerned that these bevels are going to kill a...  [Read More]
Posted in: FPS
 Codja X
06-12-2004, 10:09 AM
#6
To be honest, I think it would be okay. I have a ton of bevels and endcaps in the level i'm messing about with and it runs along nicely. 4 bevels and some md3's aren't going to effect it that badly. Just use the cg_drawfps 1 command (may be cl_drawf...  [Read More]
Posted in: ja skeleton fitting
 Codja X
06-12-2004, 10:18 AM
#2
You may want to try re-posting this in the modelling forum. We can all map here, but don't ask us to model:)...  [Read More]
Posted in: Convert sp maps from JO to JA
 Codja X
06-15-2004, 3:33 AM
#5
You may want to go into FILE|PROJECT SETTINGS in Radiant and make sure that the paths to your game files are correct. e.g. your error states: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData could not be found, but if JA is ins...  [Read More]
Posted in: Convert sp maps from JO to JA
 Codja X
06-12-2004, 10:16 AM
#3
Have you tried looking here: http://66.90.64.18/showthread.php?s=&threadid=113158 ?...  [Read More]
Posted in: Traffic?
 Codja X
06-12-2004, 6:05 AM
#3
I'm pretty sure there is a flag on func_train to cause damage. Setting up numerous func_trains is pain in the arse though. I've tried it myself and you can realisitcally only have a few trains going at once. What i've tried doing on my Coruscant te...  [Read More]
Posted in: Trying Not to be Discouraged...
 Codja X
06-11-2004, 10:58 AM
#6
Originally posted by lassev If some nameless person gives you undeserved negative feedback... so what? Mr. Lassev is, as always, absolutely right. Some people make it their mission to go round the various forums and criticise people's hard work wi...  [Read More]
Posted in: Trying Not to be Discouraged...
 Codja X
06-11-2004, 9:48 AM
#4
Also, these are maps by people who know the tools very, very well. What i've learnt is, no matter how good a mapper you think you are, there is always someone better. What I would advise you do is look at the ones that are rated 1 or 2 - these usual...  [Read More]
Posted in: The Downside of Yavin Sky!
 Codja X
06-11-2004, 9:41 AM
#15
Originally posted by GothiX EWntity suns suck. Use q3map_sunExt instead. I'm pretty sure you know what I mean though....  [Read More]
Posted in: The Downside of Yavin Sky!
 Codja X
06-11-2004, 7:52 AM
#12
Bugger the portal sky. Just have REALLY BIG windows ledges or have windows REALLY HIGH UP, so you can't look down:) Alternatively, I would seriously advise you to have a look at terragen: www.planetside.co.uk/terragen You can create some fantasti...  [Read More]
Posted in: The Downside of Yavin Sky!
 Codja X
06-08-2004, 5:48 AM
#4
Ahhh, though it was something like that....  [Read More]
Posted in: The Downside of Yavin Sky!
 Codja X
06-08-2004, 5:37 AM
#2
From what I can make out of what you're saying, I think that the problem with the yavin sky is that is doesn't have a "down" texture. Basically, skies are a box made of 6 textures - up, down, left, right and forward and back. It would appe...  [Read More]
Posted in: Light Leaks Through Doors & Vertical Areaportals
 Codja X
05-27-2004, 2:35 PM
#2
q1:It leaks through the doors because the doors are not brushes per se - the compiler lights the map with the doors in the "open" position. Not much you can do about this i'm afraid. q2: good question - don't know the answer, but you could...  [Read More]
Posted in: New map idea
 Codja X
05-26-2004, 5:09 PM
#2
You should post this in the requests forum. I know there's been a lot of work done in bringing Solid Snake and Raiden to life in JA. Perhaps they've also begun creating maps for use with them. You can have a look here: http://66.90.64.18/showthrea...  [Read More]
Posted in: Animated Models.
 Codja X
06-08-2004, 5:47 AM
#4
I'm pretty sure that for animating models such as ships landing, taking off etc you will need to use ROF files. I have no real idea of how to implement these, but do a search on Raven's site and you should find the information you're looking for....  [Read More]
Posted in: the special texture thingy...
 Codja X
05-15-2004, 3:59 PM
#2
Have a look at: http://shaderlab.com/q3map2/shader_manual/ch6.html#tcMod I use shaderEd for the most part and you can animate and see your results in action as you modify the values. Can't help you more that that i'm afraid...  [Read More]
Posted in: brush or patch-mesh?
 Codja X
05-16-2004, 10:12 AM
#7
just use a brush and use the caulk texture on the faces that will not be visible to the player. The reason I suggest this is that patches can be a pain in the arse and are much more difficult to texture correctly. Make it detail (ctrl-d) if it's not...  [Read More]
Posted in: Could a relatively low fps be hardware?
 Codja X
05-27-2004, 2:42 PM
#23
Originally posted by Jedi_Vogel I mean, even on JA SP levels, the FPS went below 10...that's not good right? Nope! The performance on a lot of the SP maps is p*ss poor on my pc as well, but not quite that bad. All I can recommend is to set ALL y...  [Read More]
Posted in: Could a relatively low fps be hardware?
 Codja X
05-20-2004, 10:05 AM
#21
You can see if this helps: http://www.ati.com/buy/onboard/integrated/nbookigp.html...  [Read More]
Posted in: Could a relatively low fps be hardware?
 Codja X
05-19-2004, 10:49 AM
#18
I'm pretty sure this is what you're after: http://www.atitech.com/home/online/CatalystXPdriver.html That's if you've got XP, of course....  [Read More]
Posted in: Could a relatively low fps be hardware?
 Codja X
05-19-2004, 10:21 AM
#16
Don't rely on Windows Update to do it for you. Check the dates of your driver and then go to the manufacter of you video hardware to check for the latest driver. I know nvidia have managed to squeeze an extra 10-15fps out of their hardware just by up...  [Read More]
Posted in: Could a relatively low fps be hardware?
 Codja X
05-18-2004, 10:33 AM
#13
Has it always been this slow? I mean, it could be something else on your pc causing the problem. You should check your system resources before running the game. What about your video card - have you got the latest drivers? It may be nothing to do...  [Read More]
Posted in: Brushes and stuff get invisible...
 Codja X
05-16-2004, 10:14 AM
#21
Aww man, i wanted to make a map called "257 doors". guess i'm screwed now:)...  [Read More]
Posted in: Brushes and stuff get invisible...
 Codja X
05-15-2004, 2:21 PM
#19
Originally posted by GothiX The limit is for func_ entities. Do you know what the brush limit is?...  [Read More]
Posted in: Brushes and stuff get invisible...
 Codja X
05-15-2004, 1:46 PM
#17
If a lot of the entities are npcs, you could have them spawn in during the course of play of the map, rather than have them all spawn in at once - eg. for every stormtrooper you kill, another one will appear down the line somewhere. I think this work...  [Read More]
Page: 8 of 12