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This one should be useful if you don't understand what all these options mean: http://shaderlab.com/q3map2/shader_manual/ and this one if you really don't know what to do: http://www.splashdamage.org/index.php?name=pnPHPbb2&file=viewforum&... [Read More]
Originally posted by Codja X I've read somewhere that the tga exporter in Photoshop 7 is corrupt and doesn't save the alpha channel properly. Try updating that plugin and see if makes a difference. The TGA plugin was buggy in PS 7.0 and PS 7.0.1... [Read More]
1. Buggy, unsupported opengl drivers may cause this. What graphic card do you have? I'm afraid that something like Intel 845... won't work with this editor. 2. Have you tried this: Wire frame mode: http://www.mslaf.com/tutorials/radiant-hit1.jpeg... [Read More]
On the console type: toggle r_speeds or seta r_speeds 1 to turn it on or seta r_speeds 0 to turn it off. These counters are not the oracle but they can tell you if the slowdown is because of geometry of because of other things.... [Read More]
I finally manage to clean the mess on my hard drive and prepare the spotlight effect build with fog. The effect was good when I was trying it with JO (compiled by sof2map). Unfortunately I was unable to repeat the same effect today for JA (q3map2)... [Read More]
Originally posted by Kengo I'm not about to argue with either of you :) Would you be happy for us to put your tutorial up at Map-Review BTW? Sure, you don't need to ask ;).... [Read More]
Originally posted by lauser Kengo, mslaf recommends using models of objects and terrain as much as possible without going nuts. I'm the Q3A engine rookie and this opinion originally came from ydnar. I was just repeating it. Originally posted by M... [Read More]
Originally posted by Mercenary I was told by evillair that they took out support for that in photoshop 7. Maybe there's an update or something for it. You can download a trial Paint Shop Pro or use another program. The TGA export plugin bug has be... [Read More]
Originally posted by Jedi_Vogel I did un-pk3 the effects and images but "none.jpg" isn't even there to un-pk3 lol. So I can just create none.jpg, to be 1px * 1px and it will be alright, or is it supposed to be something specific? I does... [Read More]
Try this one: http://www.mslaf.com/tutorials/small_flame.efx If it's still too big try to decrease values in: tab:”Origin/Size”, .section: “Size/Width”, ..options: “Start size” and “end size” tab:”Motion”, .section: Velocity... [Read More]
In addition you can use: 1.a shader with an animated surface. The animated shaders can support up to eight frames but I think it should be enough to make the flame look real. The disadvantage is that you need the real pictures of flame for it. 2.the... [Read More]
Had the same problem. You cylinder is probably too big. Try to create it with two end caps. Alternatively you can convert BSP to ASE and use the misc_model instead of patchmesh.... [Read More]
Windows are non structural brushes. This means that they don't block the visibility check during the compile phase by default. However, you may always change this default behavior. If you make the window detail the compiler will merge the areas insi... [Read More]
Originally posted by Shadow_stone sry if these sound newbish but ....lol 1. how do you turn off dynamic glow 2. what do you mean by - don't use too low _lightmapscale values. (-) - use low-res textures instead of hi-res 3. are hints detail brushes?... [Read More]