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DaviJade

Latest Posts

Page: 1 of 2
Posted in: Worldspawn
 DaviJade
04-27-2002, 6:00 PM
#2
Every map has exactly ONE worldspawn. It is an entity. So if you'll look under your entities your see it and what it can be used for. Such as: key --> message value --> Text to print during connection, such as the level name key --> music...  [Read More]
Posted in: 1st time mapper...Spawn points?
 DaviJade
04-27-2002, 4:53 PM
#5
It sounds like your entity path is not set up right. For multiplayer do this: Goto your "File" | "Project Settings" --> Under your entity path it should look like: C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\mp_e ntities.def...  [Read More]
Posted in: Force power activated switches
 DaviJade
04-27-2002, 3:46 PM
#2
I read in a thread (somewhere on here, but can't find it now) that if you select the "x" on the func_door entity players can open the door with the force. Give it a try and let us know......  [Read More]
Posted in: Right Click Broken
 DaviJade
04-27-2002, 3:53 PM
#6
Glad to be of help......  [Read More]
Posted in: Right Click Broken
 DaviJade
04-27-2002, 3:47 PM
#4
That sucks. The mouse isn't broken is it? lol. Wait! Just thought of something. Go to "Edit" | "Preferences" and make sure the "Right Click To Drop Entities" is checked!...  [Read More]
Posted in: Right Click Broken
 DaviJade
04-27-2002, 3:26 PM
#2
You might have to look inside your StarWarsMP.qe4 and check the entity path. It should look like this: "entitypath" "__QERPATH\mp_entities.def" Make sure in your "Project Settings" the entity path looks like this: C:\P...  [Read More]
Posted in: help with inserting models
 DaviJade
04-27-2002, 12:42 AM
#2
Well I have the same problem, but I've looked around in the forums and seen what to do about it (but I haven't done it yet). I believe you should: To begin with the models are entities and there for they are not solid. To make your models solid foll...  [Read More]
Posted in: Water... It's not... nice (Help needed!)
 DaviJade
04-27-2002, 1:19 AM
#6
Okay, I tried out these water shaders from the yavin texture set and they all have movement: water1_temple water_test water1_nofog water_yavintrail water1_2sided water1_2sided_redux However the water1_2sided has fog over it. Very nice....  [Read More]
Posted in: Water... It's not... nice (Help needed!)
 DaviJade
04-27-2002, 12:47 AM
#4
The yavin/water1 was the same water I used too. Right now I'm going to try out other water textures to try to find a non moving water. I'll post my results ......  [Read More]
Posted in: Water... It's not... nice (Help needed!)
 DaviJade
04-27-2002, 12:35 AM
#2
Well does it make the water noise when you splash around in it? If it does, it's water. But I see your point if the level is an indoors level because the water shouldn't move. LOL! My little bit of water is moving in my indoor level. What a slip up...  [Read More]
Posted in: how do u put music and levelshot in pk3?
 DaviJade
04-27-2002, 2:24 AM
#10
Glad to be of help :)...  [Read More]
Posted in: how do u put music and levelshot in pk3?
 DaviJade
04-27-2002, 1:14 AM
#8
I think your problem is your music.mp3 has too low of a bitrate. You should open it up and see what the bitrate is. The music.mp3 in my duel map is 128,000 or 128 kbps...  [Read More]
Posted in: how do u put music and levelshot in pk3?
 DaviJade
04-27-2002, 12:32 AM
#6
Well you could pak it up and try it out to see if it works. But first you should make sure your path name is correct in your worldspawn and your music.mp3 spelling matches with what's in your music folder....  [Read More]
Posted in: how do u put music and levelshot in pk3?
 DaviJade
04-27-2002, 12:23 AM
#4
If you're starting up the level with the normal routine of selecting a map it won't play because "sv_pure" is not zero. so in the console try: /sv_pure 0 /devmap yourmapname Try that....  [Read More]
Posted in: how do u put music and levelshot in pk3?
 DaviJade
04-26-2002, 11:18 PM
#2
Getting music to work: Step 1: Create a folder inside your base folder and call it "music" Step 2: Put your music file in here (duh) Step 3: Inside the editor open your entities with letter "n" Step 4: Click on "worldspawn&q...  [Read More]
Posted in: Poll: What lvl editor would you prefer for JK2?
 DaviJade
04-26-2002, 8:57 PM
#3
Jed is dead. Radiant is a much more powerful editor. You'll see once you get used to it. Don't expect to make good levels right away. Hell your first few levels probably won't even be released....  [Read More]
Posted in: Engine Recognition
 DaviJade
04-26-2002, 8:58 PM
#2
I believe you need to follow the naming convention: duel_map ffa_map ctf_map...  [Read More]
Posted in: Looking for Good Mapping Tutorial
 DaviJade
04-26-2002, 9:43 PM
#3
And when you have all that down pat try Bubba's Advanced Tutorials (http://planetquake.com/bubba/tutorial2.html)...  [Read More]
Posted in: Using Lucas' stuff
 DaviJade
04-26-2002, 5:27 PM
#2
As long as your level is free I believe you can use any models. You can extract the current models in the game with Winzip, Pakscape, or someother useful utility. And yes you can make your own models to use....  [Read More]
Posted in: Making the engine recognize a map as a Duel map
 DaviJade
04-26-2002, 9:41 PM
#9
Well everything is working as it should be now. I forgot for a moment that the music would not play when sv_pure was set to 1. Anyways, all is well and thanks for advice, criticism, help, etc......  [Read More]
Posted in: Making the engine recognize a map as a Duel map
 DaviJade
04-26-2002, 5:13 PM
#5
When I test my maps I use the method that was posted in the readme.txt file that came with the editor: To bring down the console and set sv_pure to 0 and devmap duel_resurrect. It didn't go into duel mode that way. But I did the normal routine and...  [Read More]
Posted in: Making the engine recognize a map as a Duel map
 DaviJade
04-26-2002, 4:59 PM
#3
Of course. I already stated above that it is named duel_resurrect......  [Read More]
Posted in: Making the engine recognize a map as a Duel map
 DaviJade
04-26-2002, 4:24 PM
#1
Okay I have a level made (just need to finalize textures, lights, etc.), I have two info_player_deathmatch entities, the level is named duel_resurrect, and I have a resurrect.arena file in my scripts folder, but I can't get the engine to recognize it...  [Read More]
Posted in: Music question
 DaviJade
04-26-2002, 1:37 PM
#6
Okay, here is what I did to get my music to work inside the level that I'm creating: Step 1: Create a folder inside your base folder and call it "music" Step 2: Put your music file in here (duh) Step 3: Inside the editor open your entities...  [Read More]
Posted in: Bots refuse to stop jumping... sods...
 DaviJade
04-26-2002, 1:44 PM
#15
Well I just opened a bot route file (duel_bay.wnt) and *argh* it looks like coordinates or something. Have a look: ============================================ levelflags 7 0 0 0.000000 (-2336.000000 -24.000000 600.125000) { } 87.102173 1 0 0.000000...  [Read More]
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