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Emon

Latest Posts

Page: 2 of 39
Posted in: Portals Hint and so on
 Emon
01-01-2004, 3:12 PM
#2
Wrong forum, LDJ. ;) What do you mean, they don't work in JA? Have you tried turning on r_showtris to see if they created a split? CoD is a bit different, because it doesn't use a PVS for visibilty determination like other Q3 games do. It just uses...  [Read More]
Posted in: Commands and Variables List
 Emon
01-01-2004, 3:14 PM
#3
cvarlist cmdlist...  [Read More]
Posted in: Basing a stand-alone mod off OJP?
 Emon
12-30-2003, 2:50 PM
#9
I like how you are starting to pop in when no one expects it, you're becoming like UGG!...  [Read More]
Posted in: Wheeled vehicles
 Emon
12-24-2003, 3:45 PM
#3
I think there's already support for ground vehicles in VEH files, you just have to make the wheels spin....  [Read More]
Posted in: Problem: Dismemberment NEVER WORKS except ON ME
 Emon
12-25-2003, 12:33 AM
#15
It is painfully obvious; you simply do not possess the same skills as your Sith enemies, week Jedi....  [Read More]
Posted in: enhanced and basic?
 Emon
12-12-2003, 11:24 AM
#7
Actually, we agreed that Basic could make gameplay changes, but only minor ones, e.g. balance. Basic isn't for anything outside the scope of an official patch......  [Read More]
Posted in: WARNING: Hit per-surface style limit (4)
 Emon
12-07-2003, 5:17 PM
#4
Just per surface, you can have as many as you want as long as no more than four's rays hit a surface....  [Read More]
Posted in: WARNING: Hit per-surface style limit (4)
 Emon
12-07-2003, 4:03 PM
#2
You have more than four lightstyles hitting a surface....  [Read More]
Posted in: few model questions, plz help
 Emon
12-05-2003, 11:50 PM
#4
You can hex edit a model to change the textures. If it's an ASE model, you can do it in any text editor....  [Read More]
Posted in: Shiny Surfaces
 Emon
12-07-2003, 6:58 PM
#18
Then I'd say that's a really poor development choice. Sorry if I sounded like I was insulting your intelligence, but I don't know you well, and a lot of times people say, "they took that out because they don't need it anymore!!" when infac...  [Read More]
Posted in: Shiny Surfaces
 Emon
12-07-2003, 6:16 PM
#16
I'm a little skeptical is all....  [Read More]
Posted in: Shiny Surfaces
 Emon
12-07-2003, 4:00 PM
#13
That's what I want to know....  [Read More]
Posted in: "Resigning" as webmaster...
 Emon
12-05-2003, 7:23 PM
#6
Oh. Well, I'd like to stay on that at least. It would be nice to still have some say in things, my opinions are still solid, even if I can't get work done....  [Read More]
Posted in: "Resigning" as webmaster...
 Emon
12-05-2003, 10:59 AM
#3
Shrug. Not much to moderate here, it's up to you if you feel like taking it off....  [Read More]
Posted in: "Resigning" as webmaster...
 Emon
12-05-2003, 3:26 AM
#1
...because I can't get anything done. I'm struggling with some motivational problems (it's kind of like depression, but not) in my life, and I'm finding it really difficult to work on hobbies, even do required work for school and such. I'm trying a f...  [Read More]
Posted in: JKA "Universal" Source Code
 Emon
12-14-2003, 5:49 AM
#15
I would submit this to the QERadiant team via BugZilla; they are including JA source code with their JA media now....  [Read More]
Posted in: JKA "Universal" Source Code
 Emon
12-04-2003, 1:43 AM
#3
Um, no, that's why he said it works in MSVC++. But why you would want to use Microsoft's compiler over GCC/MinGW32 is beyond me....  [Read More]
Posted in: RGB Saber Colors
 Emon
12-04-2003, 1:44 AM
#18
Have you ever played many games in JO with RGB sabers? Trust me, you need it, people don't know how to do it themselves....  [Read More]
Posted in: RGB Saber Colors
 Emon
12-03-2003, 11:22 PM
#14
Yeah, but people are stupid. Also, people go in there to get different shades of teal, and other colors, and they crank them up because they're clueless....  [Read More]
Posted in: Max_map_visibility
 Emon
12-05-2003, 7:26 PM
#22
It depends on the amount of crap you have in your level. In my Hoth map, I had terrain that was about 13K polygons for a single mesh, and I set the blocksize to be 32K, and the framerate went through the floor. If you're doing a space level, you sho...  [Read More]
Posted in: Max_map_visibility
 Emon
12-05-2003, 10:59 AM
#20
Actually, you should use antiportal for that instead of caulk....  [Read More]
Posted in: Max_map_visibility
 Emon
12-05-2003, 1:48 AM
#18
Yeah, it was. But it's bad to go shouting to use big blocksize, without a reasonable explination, because he'll end up having the problem I was talking about somewhere along the line....  [Read More]
Posted in: Max_map_visibility
 Emon
12-04-2003, 11:16 PM
#16
It has nothing to do with leaves or portals. It has to do with collision detection. The engine only checks for an entity's collision inside the leaf nodes that it's inside. Wade, your map wasn't really that complex, I'm talking about when you start t...  [Read More]
Posted in: Max_map_visibility
 Emon
12-03-2003, 11:16 PM
#13
Originally posted by WadeV1589 Worldspawn key:_blocksize value:16384 16384 16384 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....  [Read More]
Posted in: "It's a good bet the Empire knows we're here."
 Emon
12-23-2003, 6:51 PM
#48
Yes....  [Read More]
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