The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.
you might do it like this: everyone is slowed by the factor of strongest force speed and the one who uses the force at a lower level gets a bonus of her/his own force speed.... [Read More]
Well, const char *creditStr is no static variable but a pointer. Look into the source of CG_DrawMenu. They use const char *scoreStr = va (...) to print the scores into an AnsiString Afterwards the output is made with CG_DrawProportionalString (...... [Read More]
I think the bug is there because of the Output function because when I try this code creditStr = va("%s: %i", "Credits", 0); focusItem = Menu_FindItemByName(menuHUD, "credit_line"); if (focusItem) { UI_DrawScaledProport... [Read More]
Hello, i added a PERSISTANT variable. The Scores are shown in MP in the lower right like that: "Scores: 15" I want to show the Variable I added in the lower left, so I edited the hud.menu in the ui Folder: menuDef { name "lefthud&... [Read More]
Well, that is not what i search for. I want the texture to be renderer before ANY other texture in the game even if it is 100 m behind the texture in the front... [Read More]
sorry, but i don't no how to use the command polygonoffset. Something like that:? textures/test/test { polygonoffset <value> { map textures/test/test } }... [Read More]
I want to create a shader that is drawn above all other shaders in game. I tried the function sort <value>, but it didn't work. Maybe anyone knows an answer.... [Read More]
Originally posted by WadeV1589 As I said in my last post, using a combination of area portals and skybox brushes it's quite possible thanks to the games interpretation of it, my map in Elite Force does exactly this to create an invisible corridor th... [Read More]
You may try this: Create the room an texture it with the Clip/Caulk texture completely. Then set the outside to the texture you used for your skybox. if there is no shift to be seen, i'll look for a right shader for you. If you use the standard sha... [Read More]