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mslaf

Latest Posts

Page: 2 of 6
Posted in: Fog problem #1,899,473,291 - _foghull
 mslaf
07-25-2004, 6:38 PM
#11
Originally posted by wedge2211 All I meant about "organized" was I don't think shader files like to be in subfolders. Have ALL your shaders directly in the shaders directory. I think the tutorial states that. He was just following it....  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mslaf
07-25-2004, 5:01 PM
#9
Originally posted by mknote No, I didn't get leaked... I'll try what GothiX said. MK GothiX was right about "noimpact" but it won't fix the HOM effect. Removing "trans" will....  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mslaf
07-25-2004, 3:04 PM
#7
Originally posted by mknote Also, no matter how much I tinker with the _farplanedist, I still get the HOM effect. I have set it from as low as 1 to as high as 100000, and not one bit of difference. No, it MUST be the shader itself. MK Originally...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 mslaf
07-24-2004, 6:22 PM
#2
How big is this map: 36k units? You need the fog for covering invisible geometry. It must “finish” just before the HOM starts. If you see the HOM it means that your fog doesn’t cover it. In other words, you need something like this: P--------...  [Read More]
Posted in: Sparkies in Bevel caps... ><
 mslaf
07-25-2004, 2:51 PM
#13
Originally posted by Codja X Caulking also cut's your vis times down dramatically, so keep on caulking! ...and creating additional brushes/surfaces will dramatically increase your bsp time. I don't think the vis has something to do with the "...  [Read More]
Posted in: Sparkies in Bevel caps... ><
 mslaf
07-24-2004, 5:29 PM
#10
You didn't underestand my my point and the point was: http://www.mslaf.com/tutorials/bevel1.jpeg...  [Read More]
Posted in: Sparkies in Bevel caps... ><
 mslaf
07-24-2004, 4:53 AM
#7
Caulking behind the bevels has nothing do to with the sparkles. In the ancient times (were RD tutorials were made) the T-junction code in sof2map compiler was not very sophisticated – max points on winding error etc. You had to cut the walls to hel...  [Read More]
Posted in: dynamic lighting
 mslaf
07-22-2004, 3:17 PM
#8
Yes. Using decals you can project "semi" dynamic shadows in the same way (more less) they are projected in games like DX2, Thief 2 or mentioned Splinter Cell. It needs more work because the feature is not natively supported by the engine bu...  [Read More]
Posted in: dynamic lighting
 mslaf
07-22-2004, 2:45 PM
#6
There’s no much use of the light you cannot fully control. But............... .....you reminded me that I forgot about something I have “discovered” a long time ago. You can create a semi dynamic light utilizing the “lightsaber glow” effec...  [Read More]
Posted in: dynamic lighting
 mslaf
07-22-2004, 8:56 AM
#3
1. A dynamic light becomes dynamic when it’s able to move. According to this definition the dynamic lights are not supported by this engine. You must wait for Doom 3 or switch to Unreal engine if you want them. There’re, however the lightstyles t...  [Read More]
Posted in: 13 Stormtroopers March! 6 Wont.... =(
 mslaf
07-21-2004, 2:09 PM
#7
It looks good without the guys in the back, just remove them ;). Hard to say, what's not right Maybe there's something wrong with the npc entities. Remove them and create again....  [Read More]
Posted in: 13 Stormtroopers March! 6 Wont.... =(
 mslaf
07-21-2004, 1:07 PM
#5
I cannot give a working example because my scripts are lost somewhere. Try to improvise if it doesn't work. set(“SET_LEADER” , "leadername"); set("SET_BEHAVIOR_STATE" , "BS_FOLLOW_LEADER" ); SET_LEADER is undocumen...  [Read More]
Posted in: 13 Stormtroopers March! 6 Wont.... =(
 mslaf
07-21-2004, 11:53 AM
#3
Maybe it's because of a bug in the Icarus code. If it doesn't work try to "move" only the first three troopers and make the rest to follow them. Example: Sa3 Sa2 Sa1 NavA Sb3 Sb3 Sb1 NavB Sc3 Sc2 Sc1 NavC If Sa1 goes to the navpoint Nav...  [Read More]
Posted in: fx stuff
 mslaf
07-25-2004, 6:39 PM
#16
efx file is not the skybox....  [Read More]
Posted in: fx stuff
 mslaf
07-25-2004, 2:31 PM
#14
Originally posted by wedge2211 flamethrower has its own efx file. In reagrds to copyrights...Raven will allow you to use any assets from another Raven game in JA, just so long as you credit them properly in the readme. I fully respect the copyrig...  [Read More]
Posted in: fx stuff
 mslaf
07-21-2004, 1:14 PM
#11
Originally posted by Ockniel hey, I put in some fires in my map and the console says that they are not finding their targets, you are just supposed to point them at info_nulls right? pelase help, this is agitating Try to point them at info_notnul...  [Read More]
Posted in: fx stuff
 mslaf
07-19-2004, 12:15 PM
#7
Have you every used any shaders not created for JA, like Q3's beams or fogs in example? I know that software companies are crazy about the copyrights and software patents....but what happen if IBM copyrights the screen "cursor"?...  [Read More]
Posted in: fx stuff
 mslaf
07-19-2004, 11:41 AM
#5
You can modify its size according to your needs in EffectsEd. It’s quite simple. Search this forum because I have an impression that I have already explained how to do it. You can also "steal" or re-use /if you prefer/ some fire effects...  [Read More]
Posted in: Help with switches and doors
 mslaf
07-20-2004, 2:56 PM
#7
I have made an example map for you, maybe this one will help. Description (txt): www.mslaf.com/tutorials/jadoors.txt Sample map (map): www.mslaf.com/tutorials/jadoors.map Sample map (zip): www.mslaf.com/tutorials/jadoors.zip...  [Read More]
Posted in: Help with switches and doors
 mslaf
07-19-2004, 11:57 AM
#5
If you’re a new mapped don’t try to do everything at one. This is the best way to have nothing working correctly. First create a door without the switch, check if it works, then create the switch/trigger and check if it works and finally create t...  [Read More]
Posted in: botroutes
 mslaf
07-18-2004, 7:50 PM
#8
The tutorial is fine but the botrouting doesn't work for me. Bots are moving but the movement is so ineffective..... Is there somewhere a sample (but not simple) map with botrouting working correctly?...  [Read More]
Posted in: An alternative to Radiant?
 mslaf
07-19-2004, 5:15 AM
#11
Originally posted by Lil Killa http://map-review.com/index.php?page=tutorial_view&id=12 I have a few quick questions on vertex lighting... What is it? how does it work? Does it ignor all of the shadows in my map and ignor all of my ent lights...  [Read More]
Posted in: An alternative to Radiant?
 mslaf
07-18-2004, 7:30 PM
#8
I would drop Radiant a long time ago as it’s one of the worst tools I’ve ever seen and had to work with. The editor itself is not bad but the Gtk GUI is the real "challenge". I don’t understand the idea of bringing slow and painful Li...  [Read More]
Posted in: My Original Idea!!
 mslaf
07-20-2004, 12:50 PM
#27
I personally think that you are doing a great work with your video tutorials. They may be very useful for all the noobs around. You should check the 3d-buzz site because they have some tutorials about the radiant and “Quake 3” mapping. There’s...  [Read More]
Posted in: My Original Idea!!
 mslaf
07-04-2004, 11:57 AM
#7
Cool!!!! :jester1:...  [Read More]
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