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Livingdeadjedi

Latest Posts

Page: 1 of 5
Posted in: Imperial Walkers On The North Ridge
 Livingdeadjedi
08-29-2004, 7:05 AM
#148
Looking pretty cool as always :D but make the plain texture on front ramp larger, it looks to repeated. p.s will we be able to go to the bridge on that thing ?????? with breakable glass to blast people through :p...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 Livingdeadjedi
08-11-2004, 2:52 PM
#68
hehe my map is huge at the moment... even with alot of the objects in the rooms as detail, it is still 300mb passage memory :P it was 70 till i added laser door section... passage memory is so bad on mine i have to fast vis now :p...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 Livingdeadjedi
08-11-2004, 2:48 PM
#67
hehe i dont have to beta test, ive been testing it from the first brush :D love the new shield generator by the way cant wait to destroy it with me :atat:...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 Livingdeadjedi
08-02-2004, 1:49 PM
#13
yeah then hopefully he will send it to me after :D :p...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 Livingdeadjedi
08-02-2004, 7:17 AM
#9
this will be pretty cool, what with people in the trenches while atats walk towards them i like the idea of keeping vader alive :D...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 Livingdeadjedi
08-01-2004, 7:45 AM
#5
yeah ive tested this map with Alex and i get a full fps on my machine with no slowdown, even when we spawned 5 rancors 8 wampas and 12 reborns :D lots of area outside to manouver you AT-AT :atat:...  [Read More]
Posted in: Max_map_brushes (32768)
 Livingdeadjedi
07-17-2004, 7:30 PM
#6
am i right in thinking an MD3 model gives better FPS than an ASE one ?...  [Read More]
Posted in: Max_map_brushes (32768)
 Livingdeadjedi
07-17-2004, 6:45 PM
#5
yeah i noticed that to, i took off spawnflags 6 and it worked...  [Read More]
Posted in: Max_map_brushes (32768)
 Livingdeadjedi
07-17-2004, 4:46 PM
#2
ah hold on, i just made all the wall unit ASE models all one model now its ok.... is there a limit to the number of ASE models you can have in a map ? i had put 42 because each wall has 3 of these units *woops* :p...  [Read More]
Posted in: Max_map_brushes (32768)
 Livingdeadjedi
07-17-2004, 3:16 PM
#1
ok the title says it all, i get that error when i use an ASE model ive made MAX_MAP_BRUSHES (32768) now ive checked map info and it says i only have 1280 brushes ive placed ASE file into models/map_objects/ep1/wallunits.ase have i placed it in ri...  [Read More]
Posted in: Moviebattles II Mod
 Livingdeadjedi
06-09-2004, 1:33 PM
#33
glad ya guys liked my tantive IV and Jabba levels =] you can now Download jabba as an FFA at www.pcgamemods.com its called jabba2a and is in staff pics on the left of the page if ya have trouble finding itas for tantive IV, after a load of other A...  [Read More]
Posted in: AOTC sucks
 Livingdeadjedi
04-12-2004, 8:50 PM
#23
God yeah, ya all acting like 5 year olds Anakin is well in his rights to copyright any material that has not been released. Just because ya dont pay for something doesnt make it useable if someone used a map i was making without my permission while...  [Read More]
Posted in: terrain question
 Livingdeadjedi
01-31-2004, 4:36 PM
#3
hmmm excuse me a minute DO'h :D...  [Read More]
Posted in: terrain question
 Livingdeadjedi
01-25-2004, 12:31 PM
#1
I was looking at the Hoth seige map.. i clicked on the landscape that was func_grouped with the Terrain texture on now in the entity window they had done Key Shader Value siefe1/terrain and then Key Alphamap Value heightmaps/siege_hoth.pcx...  [Read More]
Posted in: hoth2.weather ???
 Livingdeadjedi
01-25-2004, 12:27 PM
#3
sorry didnt think it was a map. just that it was in maps folder LOL but its called a .weather anyway thanks =]...  [Read More]
Posted in: hoth2.weather ???
 Livingdeadjedi
01-25-2004, 11:26 AM
#1
ive noticed theres a map called hoth2_weather now im assuming this is used to get the wind effect ya see in game BUT how do you get radiant to use it ?????...  [Read More]
Posted in: Q3map2 Ja Support
 Livingdeadjedi
01-03-2004, 12:44 PM
#6
hey Leslie ol chum thats the one i wanted but i cant download from Fileplanet is there another way or can ya email me or MSN it to me PLEEEEEASE =]]]...  [Read More]
Posted in: Q3map2 Ja Support
 Livingdeadjedi
01-02-2004, 6:29 PM
#4
ooops sorry i made a mistake.. i mean when will q3map TOOLZ work for gtkradaint for jedi academy in the one i have you can only choose jk2 directory or soldier of fortune...  [Read More]
Posted in: Q3map2 Ja Support
 Livingdeadjedi
01-01-2004, 10:47 PM
#1
the new version of q3map2 does it now work with GTKradiant 1.3 for JEDI ACADEMY if so what version is it just so i can choose it easy LOL thanks guys :D...  [Read More]
Posted in: Portals Hint and so on
 Livingdeadjedi
01-01-2004, 9:02 PM
#5
in othe words i dont use CODradiant.. my mate has that i was just checking what the shaders were thanks anyway =] :D...  [Read More]
Posted in: Portals Hint and so on
 Livingdeadjedi
01-01-2004, 9:00 PM
#4
LOL i did put it in wrong thread didnt i HEHE well i just wanted to know what they did as the hint brushes i used in my latest map dont seem to work as usual... the area portals work fine though OH and i use GTK radiant the new version for use wit...  [Read More]
Posted in: Portals Hint and so on
 Livingdeadjedi
01-01-2004, 2:30 PM
#1
This is a complicated one but..... In Jedi Outcast Hint brushes and area portals were the norm. But in Jedi Academy Hint brushes dont seem to do anything, and we have shaders like Terrain, inside and outside. What do these do ? Ive also been usi...  [Read More]
Posted in: patch lighting with fog
 Livingdeadjedi
11-09-2003, 1:52 PM
#1
How do i light up a bezier patch made using genesurf, when im using worldfog i have placed loads of lights.. even a sun and everything else is brightly lit but patch stays dark ??...  [Read More]
Posted in: Model Scaling in GTK Radiant
 Livingdeadjedi
11-11-2003, 8:59 PM
#5
ah actually none of that worked... can ya explain it more detailed to make sure i typed it in right with caps in right places for example...  [Read More]
Posted in: Model Scaling in GTK Radiant
 Livingdeadjedi
11-09-2003, 1:50 PM
#4
thanks =] thats what i thought you would do...  [Read More]
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