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WhiteShdw

Latest Posts

Page: 6 of 6
Posted in: WIP - Mace Windu SP Level
 WhiteShdw
09-29-2002, 4:03 PM
#9
Originally posted by AKPiggott Top class cutscenes with authentic voice actors and everything So your gonna use Sam Jackson as your voice actor? Sounds expensive ;) Those screens look very promising. I'm really looking forward to this....  [Read More]
Thanks for everything Rich. We have learned much from you. I guess it's up to us now to educate the newbies....  [Read More]
Originally posted by RichDiesal I don't hate GTKRadiant... I just think JK2Radiant is better, generally speaking. The only advantage to GTK as I see it is BobzTools, which is an incredibly useful set of tools. To do some of the things you can do in...  [Read More]
Posted in: The RichDiesel University Tutorial Questions Thread.
 WhiteShdw
07-23-2002, 11:17 AM
#234
Just set the damage level higher than 200. That should kill anybody instantly, seeing that you have a max health of 100 and a max shield of 100. Anything that does damage higher than 200 should theoretically kill anyone with max health and shields. Y...  [Read More]
Originally posted by darth_micke Whiteshdw...Im not sure what u'r asking......but I'll give it a shot :) When u create your forcefield you make it to a func_wall right? Then the trigger should be trigger_multiple and then a button (func_useable) ....  [Read More]
Posted in: The RichDiesel University Tutorial Questions Thread.
 WhiteShdw
07-21-2002, 12:28 AM
#217
Originally posted by Wes Marrakesh Ok Rich, I have a question..*duh*.. where can i find the music used in the MP Maps? i have the ones from sp, but not mp... Well, I'm not Rich, but here we go. They just use the same music in MP as in Sp. You ju...  [Read More]
Posted in: The RichDiesel University Tutorial Questions Thread.
 WhiteShdw
07-21-2002, 12:21 AM
#216
Hey, Rich. I have created a forcefield in my MP map that i wanted to turn off and on. I was using a trigger_multiple for this(in a button configuration like in your tuts), that triggers the forcefield to turn off. The forcefield itself is a func_us...  [Read More]
Hey Rich. I was just wondering if it was possible turning of lights in MP. I made a trigger using Radiants MP settings that should turn off some lights in my map, but it only seems to work when I run the map in SP, not in MP....  [Read More]
Originally posted by Wes Marrakesh shdw could you clarify? that might solve my problem Ok, let's see. I didn't invent this myself, i just read it on the forum a while ago. Just make a brush for you elevator, then set it to func_door. Now you can...  [Read More]
Originally posted by RichDiesal Three: Switches/buttons can't be used in the same way with platforms as with doors... you will need to make your platform into a func_static and script it to get it to work. Actually i did it differently. I just cr...  [Read More]
Hey, Richdiesel. Thanks for the tutorials. They've been a great help so far. I do have some questions though. 1. I created a small hallway for Kyle to crawl through and i put a door at the end that leads to another room. I put an area portal brush i...  [Read More]
Originally posted by Wes Marrakesh how do you know brush cleanup has done it's job and which brush it was? Well you can see that in the console window(is that what it's called, i'm not sure). That should show how many duplicate brushes have been de...  [Read More]
Posted in: Plo Koon Model!
 WhiteShdw
06-28-2002, 3:31 AM
#105
I have to agree with Nanodagiardino. The robes look cool in the movie, but i don't like how it looks in the game. So, unless you can make it look good in the game, i have to vote for no robes. Besides, I think Plo Koon looks very cool in his Jedi out...  [Read More]
Posted in: Qui-gon Jinn model
 WhiteShdw
06-10-2002, 10:41 AM
#22
This is exactly what i've been waiting for. Looks very nice. Hope it works out ingame. I've only got one problem. I'v kinda gotten attached to the Chiss model in Multiplayer and i was hoping for him to have a Jedi outfit. Any chance you guys could us...  [Read More]
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