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mslaf

Latest Posts

Page: 4 of 6
Posted in: Spotlights (that actually look like spotlights)
 mslaf
04-29-2004, 2:40 PM
#6
Exactly. I was trying this with JO and it was much better that beam shader a la' quake3. It's much better because the effect changes with distance. I'll try to make a sample when I have a minute. (...) Thanks wedge. My fist idea was to make it on Y...  [Read More]
Posted in: Spotlights (that actually look like spotlights)
 mslaf
04-29-2004, 5:58 AM
#4
You should try the use the fog instead of beam shader. It looks much better besides the fact that sometimes doesn't work ;)...  [Read More]
Maybe you should compile with full vis processing instead of -fast. What graphic card have you got? or try this thread: http://www.lucasforums.com/showthread.php?s=&threadid=127319...  [Read More]
Posted in: How Do You raise fps
 mslaf
04-29-2004, 10:40 AM
#17
Fair enough if you're messing about trying to get features to work, but if you're serious in publishing a map that'll be played by a lot of people, then the performance considerations need to be taken into account. Definitely. The test machine is...  [Read More]
Posted in: How Do You raise fps
 mslaf
04-29-2004, 9:40 AM
#15
They say to set lip to "2" is that correct? If so, I thought that was the default setting? I guess, also, to avoid that "vanishing entities" thing, that I just make the areaportal VERY thin, minimizing the chances of being "i...  [Read More]
Posted in: How Do You raise fps
 mslaf
04-29-2004, 5:50 AM
#12
An areaportal creates a dynamic split between two areas (groups of BSP leafs). It's dynamic because when the door is open the engine renders leafs from both areas and when the door is closed it renders only one. There's no matter if you use the skip...  [Read More]
Posted in: How Do You raise fps
 mslaf
04-28-2004, 2:58 PM
#10
Originally posted by zag maybe this should be stickyed i mean fps is a big issue for most mappers and not really something that can be solved with a simple command or something Like the chief of Industrial Light & Magic used to say: “no matt...  [Read More]
Posted in: How Do You raise fps
 mslaf
04-25-2004, 10:27 AM
#3
Raven's engine is obsolete and has serious efficiency problems handling more complex scenes like these with 30k+ triangles per sec. There're maps when I had 50k+ but were working very slowly even if I have a good hardware. The most basic thing you...  [Read More]
Posted in: Black misc_model
 mslaf
04-19-2004, 9:53 AM
#2
They need the lights like flowers and the rest of your map. It depens on you gridsize setting, but you sometimes must have the lights very close to models to have them illuminated. It could be the problem (sometimes) so you can use the "_minver...  [Read More]
Posted in: MP/Duel bot questions
 mslaf
04-17-2004, 7:57 AM
#3
Yeah, I know it, and created a walkaround. It sucks but works. So, I think it's the best time to drop this game for Doom3....  [Read More]
Posted in: MP/Duel bot questions
 mslaf
04-16-2004, 8:55 PM
#1
Two questions about MP Duel: - How to set up a trigger to be activated by the bots only? The npconly flag doesn't work. - How to block the player and pass the bot? Playerclip, botclip or monsterclip don't work....  [Read More]
Posted in: Probably another bug in MP
 mslaf
04-10-2004, 11:00 AM
#1
I've got a MP duel map and several fx_runner triggered from scripts with use(“fx_runner”). The problem is that these fx_runner work only one time. When the duel map is restarted – which means that all entities are being reset to their default p...  [Read More]
Posted in: map models dont show up in radient
 mslaf
04-09-2004, 7:41 AM
#2
Check the Radiant's log ("o" key). You should have something like this: vfsExtractRelativePath: W:\base\models\map_objects\fearis\04_columns1.ase cleaned path: W:/base/models/map_objects/fearis/04_columns1.ase Matching against W:/base vfsE...  [Read More]
Posted in: .arena?
 mslaf
04-06-2004, 11:50 PM
#7
It works on my system even without the pk3. Maybe you don't have a correct pk3, incorrect tree or something. How did you do it?. Put your .arena file into scripts directory and start the game. You level must be on the list - I assume you're checkin...  [Read More]
Posted in: .arena?
 mslaf
04-06-2004, 10:10 AM
#5
First off, why it doesn't work? It's not on the map list, it doesn't load, where is the problem? Are you able to load your map with "map Rylockfacility" from the game console? Maybe you've got the sv_pure set to 1? If not, then maybe you...  [Read More]
Posted in: trigger question
 mslaf
04-07-2004, 6:46 PM
#11
do i have to set a wait value for the door i mean will it just go back into place once ive moved out of its way? The solution is not perfect. Set a wait time to 1 or 0 - not sure if "0" works....  [Read More]
Posted in: trigger question
 mslaf
04-07-2004, 9:46 AM
#9
I think they're created to allow to pass non static arguments to more generic scripts rather that supporting the local variables. It'd be on overcomplicated mess, nevertheless it could work. Coming back to the main problem: the "dancing" f...  [Read More]
Posted in: trigger question
 mslaf
04-05-2004, 1:19 PM
#6
It will not work with Icarus because of the same reason it doesn't work with the standard triggers. To make it work the Icarus should support a kind of "private/local" variables separate for all players. Unfortunately it doesn't and all the...  [Read More]
Posted in: trigger question
 mslaf
04-05-2004, 12:26 PM
#4
Yes it's a trick that will work in SP but not necessarily in MP. I think, you can't do it in MP because there's no way to assign entities (like a trigger) to particular players....  [Read More]
Posted in: trigger question
 mslaf
04-05-2004, 7:17 AM
#2
You can do it but you need two triggers and target_activate and target_deactivate entities. Create the first trigger to work when you're inside and the second one around it. Set an inactive flag in the second trigger. Connect (target) the first on...  [Read More]
Posted in: 2 questions plz answer
 mslaf
03-28-2004, 10:09 PM
#7
wouldn't there be 2 surfaces of the area portal if its a door as in it goes both ways No. The system shaders like this one work both directions even if they're applied to the single surface. By using it you're telling the compiler/ engine to split/...  [Read More]
Posted in: 2 questions plz answer
 mslaf
03-28-2004, 7:37 PM
#5
when i used the area portals FPS went up but whenever i walked through the door all the entity's would disappear, for example like all the other doors on the levels went invisible That's because of an engine bug. Area portal must be applied to singl...  [Read More]
Posted in: cliffs
 mslaf
03-27-2004, 7:40 AM
#12
remove numbers in ()....  [Read More]
Posted in: Trigger problems
 mslaf
03-26-2004, 12:14 PM
#16
Then create the sample test map. If it doesn't work it means that something is screwed up with your game. Cleaning the base directory or reinstalling the game + GTK can help sometimes....  [Read More]
Posted in: conservation in mapping???
 mslaf
03-30-2004, 1:00 PM
#50
I just noticed that switchable lights could reduce the performance as well. The FPS dropped from 60 do 30 on my test machine only because I had two “targetnamed” light entities....  [Read More]
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