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Eagle_e7

Latest Posts

Page: 3 of 4
Posted in: WIP:High Dive - For the NRG Duel map pack
 Eagle_e7
12-12-2002, 6:25 AM
#2
Noones interested?:(...  [Read More]
Posted in: WIP:High Dive - For the NRG Duel map pack
 Eagle_e7
12-10-2002, 9:53 AM
#1
Hey guys:D Heres some screens from another map to be released with the NRG map pack:) http://www.geocities.com/eagle_e7/pagen4.html?1039089465967 http://www.geocities.com/eagle_e7/pagen5.html?1039089623954 I wont say too much but its possible t...  [Read More]
Posted in: WIP: Zeta Wing
 Eagle_e7
11-11-2002, 2:53 PM
#10
Thanks for the comments guys:thumbsup:...  [Read More]
Posted in: WIP: Zeta Wing
 Eagle_e7
11-08-2002, 1:13 PM
#7
Thanks guys:p Originally posted by AB_Legion Yes! MP! I love the feel and layout of the map, it's quite dark perhaps adding more actual lights (stands or spotlights) to create a sense of where the light is coming from. Lightstands are a good idea...  [Read More]
Posted in: WIP: Zeta Wing
 Eagle_e7
11-07-2002, 1:04 PM
#3
Hey thanks:D Actually it is a multiplayer map:) although im trying to make sure that the frame rate dosent get too low:D...  [Read More]
Posted in: WIP: Zeta Wing
 Eagle_e7
11-06-2002, 2:56 PM
#1
Hi Guys:D This is a level that i have been making for a multiplayer mod for jk2. Although to this date i'm not sure weather the mod is still happening as i havent heard from the team for ages :( Here are some screens:p what do you think:D http...  [Read More]
Posted in: WIP: Map for NRG Duel map pack. *Updated*
 Eagle_e7
11-11-2002, 1:10 PM
#18
Very nice map legion:thumbsup:...  [Read More]
Posted in: The Official Complete Collection of AOTC:TC Work
 Eagle_e7
11-09-2002, 5:42 AM
#37
Here ya go:p www.shaderlab.com And heres a handy manual to help you get started:) http://users.sisna.com/wudan/q3map2.html...  [Read More]
Posted in: WIP: Volrath's Lair
 Eagle_e7
08-23-2002, 7:56 AM
#37
Has radient given you any problems with the size yet?:) It seems to hate large maps:)...  [Read More]
Posted in: WIP: Volrath's Lair
 Eagle_e7
08-17-2002, 7:12 AM
#8
I know how you feel:( Once ive finished tragin galo part one and the mp mod im working on, i too will be jumping ship to ut2003. Your map looks really nice, and i wish you all the best in your ut2003 mapping:)...  [Read More]
Posted in: Cinematics tutorials
 Eagle_e7
07-24-2002, 11:41 AM
#19
Hey no problem;) Glad you got it working:D...  [Read More]
Posted in: Cinematics tutorials
 Eagle_e7
07-24-2002, 5:45 AM
#17
Originally posted by Kengo Thanks guys :), the script is: //Generated by BehavEd camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, $0$ ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "ca...  [Read More]
Posted in: Cinematics tutorials
 Eagle_e7
07-22-2002, 12:33 PM
#3
Here ya go:D http://www.geocities.com/rellenbroek/main_realscripts.html Check out tutorials 3 and 4, it's for elite force but it seems to work for jk2 aswell :)...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-30-2002, 10:41 AM
#68
Yep got your e-mail. I should be able to get started quite soon now:)...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-30-2002, 6:12 AM
#66
Assuming that the button has a "targetname" All you should need to do is just do: use ( "name of your targetname" ); for example: use ( "targ1" ); And that should trip off your button:) BTW anakin as soon as i get...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-26-2002, 1:34 PM
#62
Heheh :D Lol your right, it looks like we're having the same conversation, only twice:lol:...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-26-2002, 6:16 AM
#60
Originally posted by Anakin I think a tutorial and demo map is needed for everyone else who is having problems with cutscenes, I know I have still unsolved issues, but if we start them off it may help develope to more complex ones. I'll have a loo...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-24-2002, 10:33 AM
#51
I'm guessing that what you want to happen is have the player force push the door and have the door kind of fall in? hmmm i'm not so sure if this is possible... If it is it will take a bit of trickery to pull it off. I tell you what, i'll get to wo...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-23-2002, 1:44 PM
#47
If you click on your "info player start" and press "n" to go into the entity properties there should be a "no weapon" tick box....  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-22-2002, 12:08 PM
#44
My current project is... http://www.geocities.com/eagle_e7/ Tragin Galo:D...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-21-2002, 11:15 AM
#42
Tried it out.:) Thought it was very good:D Keep up the good work:thumbsup:...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-21-2002, 10:34 AM
#40
I checked it out and that is indeed the problem :) EDIT: downloading :)...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-21-2002, 10:33 AM
#38
Hmmm one thing i just though of. You did call it KEY: NPC_targetname VALUE: Storm1 Dident you? If you called it KEY: Targetname VALUE: Storm1 Then it will be invisible:)...  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-21-2002, 10:27 AM
#36
I cant hink of anything else:( The only other way i can help you would be to take a look at your map file....  [Read More]
Posted in: Scripting/cutscene problem
 Eagle_e7
07-21-2002, 9:52 AM
#34
Did you compile it and replace the old script with it? If so then this is a shot in the dark but try adding this to your script under the stormtroopers affect set( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set (...  [Read More]
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