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mslaf

Latest Posts

Page: 1 of 6
Posted in: Faces.
 mslaf
05-10-2005, 8:10 AM
#2
1k for the simplest LOD and up to 3k or 4k for the highest LOD. However there's another question regarding faces on models. What's wrong with the editor? Every time when I import an ase model into unrealed the normals are being flipped. I assume it...  [Read More]
Posted in: triggering fx_runners
 mslaf
01-22-2005, 10:01 AM
#2
Yes, use a script: use("your_fx_runner_targetname"); wait(3000); use("your_fx_runner_targetname");...  [Read More]
Posted in: How to make mod
 mslaf
12-06-2004, 6:21 AM
#4
Little information about menu system: http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=5537 There're no tutorials telling how to make a mod like there're no tutorials describing how to make a whole game. And in many cases i...  [Read More]
Posted in: Duel Func_Entities
 mslaf
11-03-2004, 1:40 PM
#8
Fist of all I think you should more frequently use Google to search for tutorials, guides and answers in general. It isn’t very difficult. Icarus scripting language is well documented by Ravensoft, look for it in the game SDK. I’ve made a small...  [Read More]
Posted in: Duel Func_Entities
 mslaf
10-29-2004, 6:28 AM
#2
Yes it is. Create separate func_static for each moving element and write a script to control them all. Jedi Outcast has a level with some kind of train. You can use it as an example....  [Read More]
Posted in: levelshots
 mslaf
10-26-2004, 1:51 AM
#4
1. Take a screenshot. 2. Resize it to engine compatibile format: 1024x1024, 512x512 etc. and save as jpg or tga. 3. Finally, put it into "levelshots" directory and name same like your bsp file....  [Read More]
Posted in: Error when loading map
 mslaf
09-30-2004, 11:47 PM
#6
Then look at the worldspawn keys....  [Read More]
Posted in: Error when loading map
 mslaf
09-30-2004, 8:37 AM
#3
Did you use any "long" keynames like "door_that_should_be_closed_at_startup"?...  [Read More]
Posted in: Mappin' n' ****! :)
 mslaf
10-27-2004, 1:08 AM
#8
You must put q3map2 in separate directory. Then you'll need to modify *.qe4 files inside scripts directory if you want to use radiant's built-in compilation, create a batch script or use a 3rd party q3map2 front-end. Sample batch file: REM #!/bin/sh...  [Read More]
Posted in: Respawnable func_breakable
 mslaf
09-13-2004, 11:53 PM
#2
Simple solution: Use func_wall and efx_runner. This "version" will break on use. mslaf's complicated solution: Use func_wall and efx_runner as above and combine them with a trigger activated by hit/damage and icarus script for decreasin...  [Read More]
Posted in: Mapping Issues
 mslaf
08-27-2004, 5:42 AM
#7
Originally posted by wedge2211 A .pk3 is NOT for overriding game files, it's merely a way of compressing game content, specific to the Q3A engine. It's an efficient way of packaging maps for final release. I meant: you don’t need to create pk3 a...  [Read More]
Posted in: Mapping Issues
 mslaf
08-26-2004, 9:03 AM
#4
First of all, you don't need to create any pk3s unless you want to replace original game content. You need to create a “music entry” as you were notified. I don't have JA in front of me but as far as I know a correct "music entry" cont...  [Read More]
Posted in: Teleporter that you can see thorugh
 mslaf
08-01-2004, 5:50 AM
#7
Hexen Retexturing Project: http://www.quake.cz/winclan/hexen/...  [Read More]
Posted in: Teleporter that you can see thorugh
 mslaf
07-31-2004, 3:47 PM
#6
- something blue transparent or - something blue, animated and transparent or - something blue animated, stretched and transparent. You may try these with the Raven’s water shader or with other textures available on the web. There is a texture...  [Read More]
Posted in: Teleporter that you can see thorugh
 mslaf
07-31-2004, 6:31 AM
#3
Originally posted by mknote I want two rooms to seem like they are connected through a door (i.e. if an enemy is on the other side, you can see them, and you can view exactly what is on the other side) You must combine trigger_teleporter with came...  [Read More]
Posted in: safe_malloc error
 mslaf
07-30-2004, 5:53 PM
#7
Originally posted by lauser LIGHTGRID??Can I put in multiple lightgrids all over occupying player space? Yes, you can have multiple lightgrid brushes. They will reduce lightgrid computation process during the light stage. If you remember my fearis...  [Read More]
Posted in: safe_malloc error
 mslaf
07-30-2004, 5:39 PM
#5
What you need is more real RAM or virtual RAM. Set virtual memory to 1/2GB and that should solve the problem. Consider removing “-samplesize 2” in bsp phase. This CAN drastically reduce FPS on your map. also check: WARNING: Unknown argument &qu...  [Read More]
Posted in: New map, new problems... terrain
 mslaf
07-30-2004, 5:16 AM
#6
Originally posted by Lil Killa You can't have terrain with only one "brush" unless your terrain is flat or only one angle or it is shaped like a bullet. If you want to have a single brush terrain you can: 1. Use EasyGen, Surfgen and exp...  [Read More]
Posted in: NPC movment
 mslaf
07-28-2004, 12:02 PM
#13
Originally posted by noobmapper its for jka and its more mp not sp. It's not possible because there're no NPCs in multiplayer....  [Read More]
Posted in: NPC movment
 mslaf
07-27-2004, 8:47 AM
#6
That's a different story. Visit map-review.com, I belive they have a tutorial for that....  [Read More]
Posted in: NPC movment
 mslaf
07-27-2004, 8:00 AM
#4
Originally posted by noobmapper ...i have set the way point and linked them, i have also set them to face each other, but the droid isn't moving. That's not enough. You must use the scripting to make it work. NPC won't walk if you don't "tell...  [Read More]
Posted in: Sparkies in Bevel caps... ><
 mslaf
07-26-2004, 6:26 PM
#17
Originally posted by Jedi_Vogel I was wondering, which is the most deterimental to performance: - Not caulking behind patches - Cutting up other brushes, so that you can caulk behind the brushes, thus creating more tris (etc) Caulk surfaces are...  [Read More]
Posted in: dynamic lighting
 mslaf
07-29-2004, 8:15 PM
#14
JA version: http://www.mslaf.com/tutorials/pt4q3_1.jpeg http://www.mslaf.com/tutorials/pt4q3_2.jpeg...  [Read More]
Posted in: dynamic lighting
 mslaf
07-26-2004, 3:06 PM
#12
Originally posted by Codja X I took me a while to work out you meant Splinter Cell Pandora Tomorrow - i've played the 1st one, but yeah, you've confirmed what I thought, so: No enemies near (semi) dynamic shadows then! http://www.mslaf.com/tutori...  [Read More]
Posted in: dynamic lighting
 mslaf
07-25-2004, 7:03 PM
#10
Decal is a patch mesh precisely touched to the surface. This is the way the real-time shadows are projected (more less). It's an additional surface, though. This is a hack not a game feature, it will affect static geometry only. I'm working on examp...  [Read More]
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