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It might be a good idea to look out and write mails to professional website creators. Some of the are indeed willing to help you. You'd be amazed to see how many of them love to contribute in a game or a mod. After all, if they can build a website, t... [Read More]
Some mod tips I wrote can be found here : http://www.lucasforums.com/showthread.php?s=&threadid=39024 In addition to that I would suggest 1 more thing, do not spread you design documents out like that, for everyone to read. 95% of the people on... [Read More]
We got 10 people betatesting it, and we will have some testsessions with the SEA clan vs WLS on Vorax's server to make sure everything runs like a baby :D... [Read More]
Leave it, he has a sof2 mod to finish, no kissing :) BTW, for the ambient lighting, sometimes it is nice to get it a dark blue instead of white. It sometimes gives more realistic effects, especially on outside areas.... [Read More]
In one of the older versions of gtkradiant there was an autocaulking option, but it was removed later on. I don't really know why, I never used it myself so I dont know how well it worked.... [Read More]
Originally posted by Vile since I was a majot and good Half-Life mapper I am still trying to learn the terms and ways of Quake engine mapping (JA) so what is the difference between shaders and textures ? A shader is a textfile that contains certai... [Read More]
Originally posted by Emon And making all your terrain brushes structural is, uh, kind of stupid. It'll take massively long to compile, and then the PVS will grow to be monstrously huge, which will eventually affect in-game performance. I'm not tal... [Read More]
Originally posted by Emon Yeah, way to make the framerate fall through the floor, especially if you have a lot of brushes or terrain. Try something like 2048 2048 4096. I am agreeing with Wade here. It all depends on how your map is built. And hav... [Read More]