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emorog

Latest Activity

Posted in: Xsi Plugin For 3dsmax! Right Here!
 emorog
05-08-2002, 8:21 PM
#12
Originally posted by Shawny so does this mean you can add your own animations yes. if you follow our bone nameing structure, then you can make your own animations. the easiest way is to match our animation.cfg exactly. otherwise, you can make up y...  [Read More]
Posted in: Xsi Plugin For 3dsmax! Right Here!
 emorog
05-08-2002, 7:31 PM
#11
last time i tried the SI version, it didn't support max 4.0 bones. so we wrote our own. if you use ours, we found a bug in the xporter if you import a root.xsi. The error we have is that the exporter will always create a root node called: SI_Model...  [Read More]
Posted in: Editing Tools Q&A
 emorog
04-23-2002, 2:22 PM
#31
there's a typo in the StarWarsMP.qe4. the entitypath is incorrect, it should be: "entitypath" "__QERPATH\mp_entities.def"...  [Read More]
Posted in: Hunkmegs tweak for sp?
 emorog
03-29-2002, 8:18 PM
#3
hunkmegs will NOT make the game run faster. It will only make it run slower by eating up MORE RAM. Additionally, SP does not even USE a hunk system or the hunkmegs cvar, so copying that into the config file will not do anything. it'll have just as m...  [Read More]
Posted in: Strafe with a joystick?
 emorog
03-29-2002, 6:55 PM
#4
if you want it like "every other quake3 game", then turn on the "x as button" option in the setup menu. then you can bind the x axis to a button just like in quake3....  [Read More]
Posted in: 3DFX VooDoo users Read this!!!
 emorog
03-29-2002, 8:19 PM
#17
most likely, you can't see the opening text crawl because the texture is 1024 x 512 which is way over the max texture size for a voodoo. if you don't have gamma support, try setting r_intesity higher from the console. (you'll have to vid_restart aft...  [Read More]
Posted in: Problems with the voodoo cards
 emorog
03-28-2002, 2:13 PM
#11
Originally posted by GarbageCanDroid Methinks the industry is trying to get us to buy new vid cards sooner than is actually necessary. There's no reason for 3dfx cards to not be able to use all GL related code. other than Voodoo cards have a max t...  [Read More]
Posted in: Dual Cpu???
 emorog
04-02-2002, 9:36 PM
#42
Raiden, what's the address of the div 0 you found? i'm guessing it's in the cpu speed calculation. (or possibly the cpu detect, but it's pretty much the same as Q3's, plus p4 code.) there is a divide in the cpu speed code, but it's dividing down the...  [Read More]
Posted in: Dual Cpu???
 emorog
03-29-2002, 6:24 PM
#21
after it crashes, can you hit the "details" or "click here" button. i'm looking for the address of the exception so i can track down what's causing it. (right after the cpu detect print, it gets your username, then cpuspeed, then...  [Read More]
Posted in: Dual Cpu???
 emorog
03-28-2002, 1:57 PM
#9
you've said the MP doesn't load and gives an error, but have neglected to state what the error message is. how do you expect them to patch "it doesn't load"? ;)...  [Read More]
just like in all other quake titles,type: dir maps bsp the ones that start with ctf_ are ctf maps, and so on for ffa and duel. set g_autoMapCycle 1 to have the game automatically cycle to the next map....  [Read More]
Posted in: Dynamic Music Editable???
 emorog
03-26-2002, 2:18 PM
#3
the dynamic music system is controlled by a data file (dms.dat). by editing this file you can change wich tracks the game will use for action, explore and transitions, etc....  [Read More]
Posted in: New JA Editing Tools Released!
 emorog
09-16-2003, 6:46 AM
#11
It is updated! look on the left side tree of modview, and click on SKINS - there you can choose a head, torso, and leg skin to view different model parts. Originally posted by SparedLife I downloaded the tools but it is the same tool used for Outca...  [Read More]