Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

mslaf

Latest Posts

Page: 5 of 6
Posted in: engine fx / sounds
 mslaf
03-26-2004, 11:32 AM
#3
Have you tried with func_train instead of func_static?...  [Read More]
Posted in: cliffs
 mslaf
03-26-2004, 12:08 PM
#3
If you want them REAL then you should switch to Unreal technology;). But even then you must use the 3D modeling software - like 3DS. Use it to create a cliff or rock and then export them as an ASE. In JKA an ASE model has a limitation of 1024 vertex...  [Read More]
Posted in: Trigger problems
 mslaf
03-26-2004, 9:13 AM
#14
http://www.mslaf.com/tutorials/moveintoworldspawn.jpeg I use GtkRadiant 1.2.13 and it may look a bit different if you use 1.4....  [Read More]
Posted in: Trigger problems
 mslaf
03-26-2004, 8:16 AM
#12
Hmm, no idea. The sample map works on my system. It will not work only if you have the "facing" flat set without the "angle" key. I can advise you to remove the trigger and doors (move them back to the worldspawn) and make them ag...  [Read More]
Posted in: Trigger problems
 mslaf
03-25-2004, 12:48 PM
#10
Like this one? http://www.mslaf.com/tutorials/trapdoors.map...  [Read More]
Posted in: Trigger problems
 mslaf
03-25-2004, 9:36 AM
#7
The problem is that you didn't describe the problem. It just like "the game doesn't work", it may be because you're trying to run it in Linux or the computer is turned off;) It doesn't work because: - Only the one door moves when the tri...  [Read More]
Posted in: Trigger problems
 mslaf
03-25-2004, 7:38 AM
#5
Yes....  [Read More]
Posted in: Trigger problems
 mslaf
03-24-2004, 3:17 PM
#3
I think you should add a "team" key to all door entities. in ex: # classname: func_door # targetname: t1 # angle: 324 # team: trap_doors # classname: func_door # targetname: t1 # angle: 123 # team: trap_doors Now it should work correctl...  [Read More]
Posted in: botroutes
 mslaf
03-25-2004, 8:45 AM
#6
As I remember the bot routing was the major problem in Q3. I think it was solved by both the AI code and correct map topology. I'd like to be wrong but in my opinion the bot routing in this game (JA is not Q3!) is completely ineffective for close bat...  [Read More]
Posted in: Elevator Question
 mslaf
03-24-2004, 7:19 PM
#11
I would suggest you to use the Icarus script. It works well in multi and single player modes....  [Read More]
Posted in: conservation in mapping???
 mslaf
03-18-2004, 4:21 PM
#26
:)...  [Read More]
Posted in: conservation in mapping???
 mslaf
03-18-2004, 12:04 PM
#22
I meant that, they will upgrade their hardware to be able to play multiple games not just one game. Considering hardware costs for most people it will be cheaper to buy a Xbox console to play Doom III than spend three times more to upgrade their PCs....  [Read More]
Posted in: conservation in mapping???
 mslaf
03-18-2004, 9:50 AM
#19
It seems obvious to me that optimization is not the highest priority in the designs of big software houses. It serves two purposes: It forces the customers to buy new, more powerful systems, which in turn make them want even more new power hungry gam...  [Read More]
Posted in: conservation in mapping???
 mslaf
03-18-2004, 7:44 AM
#17
Unfortunately for my point of view Gothix was right. The surfaces that should be "removed" are still present and visible for the renderer utilizing its GPU (see r_showtris). I haven't noticed any difference in FPS but the r_speeds really sh...  [Read More]
Posted in: conservation in mapping???
 mslaf
03-17-2004, 5:34 PM
#11
Bull****. Q3map2 autocaulking is bugged, and doesn't work. No problem, you're most welcome. I'm just the human and I could be wrong, thanks for pointing it out. If this "buggy" q3map2 cannot handle it correctly then maybe you should repor...  [Read More]
Posted in: conservation in mapping???
 mslaf
03-17-2004, 7:30 AM
#7
But I still support caulk, because I don't know any better alternatives. Me too, but it's more like a habit that an action that could bring something :)...  [Read More]
Posted in: conservation in mapping???
 mslaf
03-16-2004, 9:32 PM
#4
how important is it: Important for the compiler and you CPU during compilation time or for the in game renderer? ....to caulk as much as u can? it's a pain in the ass during editing and will not bring you ANY benefits in the game. All invisible s...  [Read More]
Posted in: Hint Brushes
 mslaf
03-13-2004, 9:59 AM
#21
Have you seen the screen shots? You need to split the BSP leafs not necessary by using hints. Every transparent structural brush can do it - and the shader I gave you can do it too. It works just like the normal structural brush or the hint from the...  [Read More]
Posted in: Hint Brushes
 mslaf
03-12-2004, 10:30 AM
#19
To have it working you need to compile the map with: q3map2 -vis -game ja .... and not with: q3map2 -vis -fast -game ja......  [Read More]
Posted in: Hint Brushes
 mslaf
03-12-2004, 10:25 AM
#18
Since the recent q3map2 versions the behavior of Hint portals HAVE changed. They have become PRIMARY bsp splitters and therefore sometimes they may not work as you want them to work. There no magic here but like always with open source programs its l...  [Read More]
Posted in: New single player episode for Jedi Academy.
 mslaf
02-17-2004, 9:20 AM
#12
Hi, Yes, I’m still detailing and texturing. It’s a very long process and you must be patient. Talking about my level I wouldn’t expect any fireworks with this game engine. With so poor AI, poor weapons, ugly models, scripting limit...  [Read More]
Posted in: New single player episode for Jedi Academy.
 mslaf
01-30-2004, 6:47 PM
#8
Concerning you comments about the textures. On some screenshots there are only view gray scale test shaders. I use this technique to see if all the shapes look good. If they are, they would look even better with more sophisticated textures applied at...  [Read More]
Posted in: New single player episode for Jedi Academy.
 mslaf
01-29-2004, 1:52 PM
#1
Hello everyone, This is my first “little” episode for Jedi Academy. It’s still in development and should be ready to release in about two months. Please, visit http://www.mslaf.com to see more. Sample screenshots: http://www.ms...  [Read More]
Posted in: Ladders?
 mslaf
12-01-2003, 10:21 AM
#7
As I wrote, ladders are working fine in Jedi Outcast. Raven didn’t use it in the game but the engine supports it. There is no proper sound or animation when player uses the ladder but it works so you can move slowly up and down. You don’t need th...  [Read More]
Posted in: Ladders?
 mslaf
11-30-2003, 5:21 PM
#4
Sorry, but ladders are not supported by this buggy engine and will not work. If you want HL-like ladders you must switch back to Jedi Outcast. m.-...  [Read More]
Page: 5 of 6