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Tantalus

Latest Activity

Posted in: Glass textures?
 Tantalus
04-27-2002, 6:43 AM
#2
Several are in common. A few in Kejim. Those are the only ones I've found so far though....  [Read More]
Posted in: How do i Make a Window (Unbreakable)
 Tantalus
04-27-2002, 6:45 AM
#2
Make a brush, texture it with glass. Voila....  [Read More]
Posted in: Right light
 Tantalus
04-27-2002, 7:14 AM
#3
If you're talking about light intensity, you can go into the thousands, though given the number of nice shiny metal and glass textures in JO, you're likely to get a map that glows everywhere. So, yes, ambient shouldn't be set too high, and the 0-255...  [Read More]
Posted in: Please someone help me with my windows
 Tantalus
04-27-2002, 2:31 AM
#3
I had that problem too. What I did was enlarge my default windows screen area to max. It doesn't really solve the problem, but it allows you to work around it....  [Read More]
Posted in: help with inserting models
 Tantalus
04-27-2002, 2:35 AM
#3
You've got the right idea, but according to raven, the texture to use is system/physics_clip. Also, if you have problems with lighting the model, it was also suggested that we use the misc_model_breakable. Don't worry about it being breakable though,...  [Read More]
Posted in: Where's the Origin texture?
 Tantalus
04-27-2002, 7:42 PM
#6
Also, make sure the Show Shaders checkbox at the top of the texture window is checked as well....  [Read More]
Posted in: Where's the Origin texture?
 Tantalus
04-27-2002, 2:50 AM
#2
Look in system....  [Read More]
Posted in: Door Commands
 Tantalus
04-27-2002, 2:54 AM
#3
I haven't done double doors yet with JK2Radiant, but from what I've read thus far it requires door teams. As for getting doors to open, it shouldn't matter how small the door is, just make sure to give it an angle value and flag it as a func_door and...  [Read More]
Posted in: entity list question
 Tantalus
04-27-2002, 2:59 AM
#2
Try right clicking, or hitting N. Right clicking lists most of the entities, but hitting N also gives you their properties. Certain NPCS (like reborn) are flagged to be the different colors, and are actually represented in the editor only by NPC_Rebo...  [Read More]
Posted in: how to make a mirror
 Tantalus
04-27-2002, 7:45 PM
#5
What exactly does show up on the mirror surface in the game? Does it act like a funhouse mirror, and only reflects from weird angles?...  [Read More]
Posted in: how to make a mirror
 Tantalus
04-27-2002, 3:03 AM
#2
In some of the other q3 engines, mirrors could be tricky. Even though you do everything right, sometimes they just don't like where they're sitting. I haven't tried mirrors yet with JK2, but I'd first suggest moving the mirror around your map to see...  [Read More]
Posted in: function properties window
 Tantalus
04-27-2002, 3:14 AM
#2
I just resized my default screen to max. The entities pane fit after that....  [Read More]
Posted in: Lifts
 Tantalus
04-27-2002, 7:04 AM
#6
Ok, the delay is a key/value set. So select your elevator entity, bring up the entities pane, and type delay in the key field, and a number in the value field. As for animating switches, the basis that I've got going (and it isn't working perfectly i...  [Read More]
Posted in: Lifts
 Tantalus
04-27-2002, 2:47 AM
#4
It's really simple once you hear how to do it, though it's not the way I would've thought to do it. What you have to do is make the elevator a func_door instead of a func_lift. For the rest of this post, I'm going to assume you make the elevator in t...  [Read More]
Posted in: Some Noob questions!
 Tantalus
04-27-2002, 3:12 AM
#4
2. Make a brush to be your door. With it selected, right click in the editing window, and select func_door from the menu. Now, bring up the entities window (with the door still selected). And select the angle value using the keys at the bottom of the...  [Read More]
Posted in: Light Strength?
 Tantalus
04-26-2002, 4:54 AM
#2
With your light selected, hit N to bring up the entity window. In the center will be a list of all the parameters you can give to a light. For example, the key light controls the intensity (and radius, by default) of the light....  [Read More]
Posted in: What is a brush?
 Tantalus
04-26-2002, 4:42 AM
#3
It's concave brushes you can't have, actually. Just fyi....  [Read More]
Posted in: Basic Map Starting Questions:
 Tantalus
04-26-2002, 2:53 AM
#4
Yeah, when the grid runs out, weird things tend to happen. I found that out when making a city map for vampire. So basically, stay on the grid, but otherwise make it as big as you like (so long as the player can fit in it...)....  [Read More]
Posted in: Basic Map Starting Questions:
 Tantalus
04-26-2002, 2:42 AM
#2
1)I've never heard of a Worldcube, and I've got a working map. Unless you mean a skybox, you don't need it (and you only need a skybox if you plan to have a sky). 2)You'll know if you have a leak when you bsp your map. There'll be a big ascii sign i...  [Read More]
Posted in: Help! Model adding.
 Tantalus
04-26-2002, 2:50 AM
#2
Yes, you have to extract the models from the pk3 file. All the models you want to use (as well as their associated textures) should be place in your JO directory under base/models in a directory that you create (best to name it the same as your level...  [Read More]
Posted in: Good tut on adding buttons for doors
 Tantalus
04-26-2002, 3:03 AM
#2
Several ways to do this. Assuming you have a working door, add a brush to be your switch. Now, you can either make the brush a func_usable (however that has some extra work associated with it and can screw up a bit), or you can make another brush out...  [Read More]
Posted in: rain in level????
 Tantalus
04-26-2002, 4:44 AM
#2
General rule of thumb: If it's in the official campaign, it's possible to put in any sp map. For rain, right click and look for fx_rain. To be on the safe side, place it near your info_player_start....  [Read More]
Posted in: mapping question
 Tantalus
04-26-2002, 4:55 AM
#4
There's also the fx_rain in the right click menu....  [Read More]
Posted in: Skies and light
 Tantalus
04-25-2002, 5:59 PM
#2
Certain skies do emit light. What you have to do is make a brush that is to be a sky. Then, from the skies menu under Textures, look for a sky that you like out of the component pieces, and then find the shader (it will be one of the small, blue and...  [Read More]
Posted in: n00b question...
 Tantalus
04-26-2002, 4:51 AM
#10
Yes, by default, glass is not breakable. In order to make it breakable, you have to make it a func_glass entity....  [Read More]