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monsoontide

Latest Posts

Page: 8 of 27
Posted in: Scaling sounds on fx_runners
 monsoontide
03-28-2004, 7:03 PM
#2
I imagine you'd either have to edit the effect itself or have the effect without sound and use a target_speaker in conjunction with it, or you could try Key: volRange Value: ### ### (e.g. volRange 100 300) - the numbers are min and max voume, so as...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 monsoontide
03-28-2004, 3:19 PM
#4
You shouldn't need a script for this... In JA MP you can set the doors to TOGGLE - whereby the door will wait at each end of it's movement for a trigger event. (Just click on the toggle option in the entity box) - you can't do this in JO MP though....  [Read More]
Posted in: Imperial Outpost part2 (screenshots Update!)
 monsoontide
03-31-2004, 6:39 PM
#4
If you make that md3 consol (in this pic http://www.jedi-knight2.de/forum/attachment.php?postid=267565) a misc_model_static, it won't have black on the top where the shader part is. Downside is you have to include the model in your pk3 otherwise for...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
04-12-2004, 9:05 PM
#117
Communication Room: Fixed the shader on the Mon Mothma hologram > Hologram now only appears when triggered. Observation Deck: No changes Conference Room: Slight change to desk and chair positioning to allow you to walk between wall and chair/desk...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
04-07-2004, 5:33 PM
#115
I've redone the bot-routing to take into account the changes. I've tested it to make sure it all works and it's ready for upload as soon as I can return to work (& hi-speed connection). Had to take some unplanned time of work to deal with some un...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
04-05-2004, 6:36 PM
#112
Wow! I feel like a real software development house, as I can now officially state, A DELAY! ;) Til tomorrow, as although the map is now compiled, there are a number of small things to tidy up tonight (Mainly to do with the map/objective screen) - jus...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
04-02-2004, 3:12 PM
#110
Thanks guys... Hopefully I'll have fixed some of those problems with players camping out - some will probably remain though. Though there won't be any explosives this time out. Also I've fixed all the spawn points, so there are now at least three pro...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
04-02-2004, 12:21 AM
#106
Just Mergatroid?...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-29-2004, 6:29 PM
#105
Well, you can't animate md3's in multi-player it would seem, so have remade all the switches and they all now use func_buttons. Effect is much the same. Basically will be spending this week just trying to finish off all the myriad little bits and pie...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-25-2004, 7:03 PM
#104
Just been working on some MP scripting and have finally managed to get it so you can trigger the spinning rings and they will come to a stop, allowing you to get the sith_holocron. Also finally got the shader on the Mon_Mothma hologram to work the w...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-24-2004, 5:10 PM
#101
OK... the hologram globe of endor now rotates (slowly)! :D (Just have to try and rework the shader a bit, so I can remove a couple of brushes.) Having a few problems getting my func_rotating rings to stop when triggered - they just keep going... Any...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-22-2004, 4:30 AM
#98
After escaping the cell block, the Jedi team will now break into the hanger via three vents... http://www.home.earthlink.net/~monsoontide/NewFiles/BastBETA_Vent_01.jpg http://www.home.earthlink.net/~monsoontide/NewFiles/BastBETA_Vent_02.jpg The ne...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-22-2004, 4:21 AM
#97
The newly reconstructed laboratory level. The lift leading down to this level now has a blue door frame. Here you will pick up the holocron to take down to the firepit for destruction... http://www.home.earthlink.net/~monsoontide/NewFiles/BastBETA_L...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-22-2004, 4:17 AM
#96
Thanks for the feedback. Today is the end of the first beta test. I've already started incorporating many of the ideas and suggestions you have suggested. http://www.home.earthlink.net/~monsoontide/NewFiles/BastBETA_Bridgeswitch.jpg This is where t...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-19-2004, 7:02 PM
#94
I may do that, but the whole point with the lasers is to turn them off, so they no longer pose such a threat! I'm altering the Sith Holocron objective (Pray I don't alter it any further ;) ) So that Instead of taking it from the Catacombs to the lab...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-18-2004, 6:19 PM
#92
I'm not certain I can change the force regen speed. The effect is either on or off I think. I used to have it off - but then it was too easy and didn't seem like much of a challenge. Will post some screenshots of some of the changes soon. I've deci...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 monsoontide
03-17-2004, 10:01 PM
#89
I'm going to try and sequence the goals a bit more - so that completing one goal unlocks the next one, though I still want to keep it as non-linear as possible!!! Have so far reworked the catacombs a bit (Gantrys above lava and fuel pipe switch) and...  [Read More]
Posted in: WIP: Star Destroyer
 monsoontide
03-18-2004, 9:56 PM
#48
You'll need to change all the paths in the code to point to the right place. Best just to use the built in ones in Radiant unless you know what you're up to with these batch files. I did get it to work but it's a bit touch & go on whether or not...  [Read More]
Posted in: WIP: Star Destroyer
 monsoontide
03-18-2004, 6:51 PM
#46
Here is a batch file from Raven that is JUST for lighting. @echo off set light_var=-light -filter -approx 25 -patchshadows -samples 5 set quake_path="D:/Games/LucasArts/Jedi_Academy/GameData/Game" set quake_path2="D:\Games\Luca...  [Read More]
Posted in: WIP: Star Destroyer
 monsoontide
03-18-2004, 6:50 PM
#45
What i would do to make it easier is make a batch file... I have put most of your pathing in there for you. (even the -lomem in lighting for you) All you should need is to add the path to the .map you are trying to compile. copy this into a .txt...  [Read More]
Posted in: WIP: Star Destroyer
 monsoontide
03-18-2004, 6:27 PM
#44
I guess, since VIS is THE most important stage (Where the compiler works out which polys are viewable and which are not*), without it, I'm not sure the lighting stage has anything to work from. (Also - VIS can take a hella long time - I think on my m...  [Read More]
Posted in: WIP: Star Destroyer
 monsoontide
03-17-2004, 6:34 PM
#42
As far as the extra ships go - I was thinking they should just be map models rather than actual vehicles. Pity about that crash. I guess it does it every time? What lighting setting are you using to compile? Try comping with a less complex lightin...  [Read More]
Posted in: WIP: Bast Castle SIEGE
 monsoontide
03-24-2004, 5:16 PM
#74
The first BETA TEST is over and I've been busy reworking the map as a result of the feedback. For more info on the changes and some screenshots of the new stuff, check out http://www.lucasforums.com/showthread.php?s=&postid=1484327...  [Read More]
Posted in: Battle Of Endor Siege WIP
 monsoontide
03-17-2004, 7:55 PM
#77
I was thinking of making two separate maps - a speeder bike one and a buner battle one and joining them with a switch map entity when you complete the first section - though I'm not at all sure how or if that would work since I have yet to test it. O...  [Read More]
Posted in: WIP: Hellfire Droid
 monsoontide
03-17-2004, 5:39 PM
#137
Great Stuff! (Just in Time Too - 'cos I see Battlefront now contains one of these)...  [Read More]
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