Note: LucasForums Archive Project
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.

This project is meant for research purposes only.
 

WhiteShdw

Latest Posts

Page: 5 of 6
Posted in: WIP: Mars
 WhiteShdw
11-05-2002, 9:47 AM
#11
Originally posted by wedge2211 Thanks for the fog help...what exactly is draw distance now? textures/fogs/fog1 { qer_editorimage textures/fogs/fog.tga qer_nocarve surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog surfaceparm trans q3map_n...  [Read More]
Posted in: WIP: Mars
 WhiteShdw
11-04-2002, 4:58 PM
#7
Originally posted by wedge2211 (1), How can I edit a fog shader? I want to make red fog (now for you scientific types, I *KNOW* there's barely any moisture on Mars, I just want a canyon to fade into the distance but I want it to fade to RED, so I t...  [Read More]
Posted in: "WARNING: RE_AddPolyToScene: NULL poly shader"
 WhiteShdw
10-18-2002, 7:02 PM
#7
Well, that's weird, because i'm pretty sure some of the maps that have this problem were compiled with Sof2map. I think LDJ compiled his Episode 1 map with sof2map. I'm using Q3map2 right now to compile the new version of that one and i'm having no...  [Read More]
Posted in: "WARNING: RE_AddPolyToScene: NULL poly shader"
 WhiteShdw
10-17-2002, 12:41 PM
#4
mmm, that's weird. I'm currently working with Shadriss on DoTF v2 and that one had the same problem. I mean the original version had that problem. I unpacked the file and after a little editing in the map file i put all the custom textures in one dir...  [Read More]
Posted in: "WARNING: RE_AddPolyToScene: NULL poly shader"
 WhiteShdw
10-16-2002, 2:20 PM
#2
SP map right? Try running it in MP, just for testing purposes. It should work there. The same thing happens with some MP maps that are run in Sp. Some people say it's because of they use a lot of custom textures, but i'm not sure that's it. If your...  [Read More]
Posted in: WIP carbonfreeze2 shots
 WhiteShdw
11-10-2002, 4:23 PM
#77
Originally posted by Livingdeadjedi One thing though it cant be rendered using normal FUll vis due to the size...... We need more powerful renderers :( Have you tried using Q3map2 for compiles? Maybe that wil work....  [Read More]
Posted in: WIP carbonfreeze2 shots
 WhiteShdw
10-27-2002, 1:50 PM
#58
Even smaller maps are faster. I was working on the pit room for DoTF v.2 in a seperate map file and full compile with Q3map2 was twice as fast as a fastvis 1/2 with sof2map. Around 15 seconds....  [Read More]
Posted in: WIP carbonfreeze2 shots
 WhiteShdw
10-27-2002, 10:44 AM
#52
I agree with Wudan. GTK radiant and Q3map2 for compiles(so much faster). Besides the advantages he already mentioned, there's also some extra tools in GTK Radiant that can really help. I like using Bobtools. Couldn't do without it, really :) ....  [Read More]
Posted in: WIP carbonfreeze2 shots
 WhiteShdw
10-24-2002, 8:39 AM
#49
I'll stick with GTK for now. It's only crashed once before, so i've had no problems. The new version(1.2.11) will have stuff that was contributed by Raven so that should probably be the definitive version for both people that use JK2 radiant and GTK...  [Read More]
Posted in: WIP - Mace Windu SP Level
 WhiteShdw
11-09-2002, 6:39 AM
#45
Originally posted by Emon I'm personally tired of games where you never fight and/or see the end boss until the end of the game... that's why I'm working on an SP level for JO. You'll actually meet, and fight, the end boss in the first level. Howeve...  [Read More]
Posted in: Q3Map 2.3.0-a20
 WhiteShdw
10-06-2002, 5:47 PM
#22
Thanks guys. I got it working very nicely in GTK radiant. I just created a new compile option using the command lines supplied by Leslie Judge as an example. So i guess i don't really need a batch file....for now.:)...  [Read More]
Posted in: Q3Map 2.3.0-a20
 WhiteShdw
10-06-2002, 10:33 AM
#18
Thanks Leslie, I'm gonna try that right now. Just a quick question though. The settings that you used there are the best compile settings? I mean with these settings you get the best looking map, lighting and all? An Ultimate setting if you will? O...  [Read More]
Posted in: WIP: Obiwan ep1/ep2 & Anakin ep2 by Jolts
 WhiteShdw
10-27-2002, 10:48 AM
#124
You should talk to Mars(NeoMarz1 on the forum) if you want to get it textured. He's really good and he's helping Toonces with the skinning of his Obi-wan model as well. Should be too hard for him to port his skin over to your model. Or maybe do a com...  [Read More]
Posted in: WIP: Project Duality
 WhiteShdw
10-18-2002, 8:43 AM
#75
Originally posted by Manquesa Here's a little update on the status of the Sith Terminator for this map. I've decided to try my hand at modeling this thing using gmax. For my very first modeling attempt I think it's turning out very well. The prefab...  [Read More]
Originally posted by Anakin Rich- when you going to get some more tuts set up on the site? Anakin Rich has retired. It says so on his site. And he hasn't posted here for a couple of months, so I doubt he even reads this thread....  [Read More]
You already asked these questions in seperate threads. Stick to those threads. It's not gonna help your problem if you ask it all over the place. It's only gonna confuse people....  [Read More]
If you did sv_pure 0 and you still didn't see your textures, look in the console for error messages. That's all i can say about that. The music files are in assets0.pk3 in the directory music. There are several sub directories in there that contain...  [Read More]
Look in assets0.pk3, in the sound directory. There it is. Have a better look next time. Next, there's nothing worse than a silent door, is there? To look up the soundsets you can use for doors, open up the sound/sound.txt file and do a text search f...  [Read More]
Well if you checked "crusher" it should work. No idea why it's not working....  [Read More]
set the damage rate for your door really high. Like 1000 or something. That should give you a crushing kill....  [Read More]
Well, you can use a colored light entity to achieve that effect. That should work, but it's probably better to just make a custom texture from it....  [Read More]
Yes you can let a shader emit light if you want. I 'm not a big fan of this personally. I prefer to use light entities. I'm assuming you have some shader knowledge here, because you probably wouldn't ask this question otherwise. What you need to...  [Read More]
World spawn is the entity that contains the global settings of your map(like music and startup messages etc.). No brush should be worldspawn. It's not an entity you can create. It's always there, if you use it or not. Have you tried unistalling/rei...  [Read More]
Try creating another directory in the base music directory so that you have (for example) music/brian/song1.wav. Also i think the music should be in mp3 format with settings no higher than 192 kbit and 44.1 Hz. You can also try opening other people...  [Read More]
Posted in: The RichDiesel University Tutorial Questions Thread.
 WhiteShdw
10-14-2002, 10:50 AM
#263
What the hell are you talking about? That's not difficult at all. It's the same way with doors. Check the tutorials: http://richdiesal.jedioutcastmaps.com/tutorials/br201lsn7.html...  [Read More]
Page: 5 of 6