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All you need to do is write this command to console & restart game and you get all those smooth shadows in mp: r_ext_compress_texture 0 In sp that variable doesn't effect lightmaps because lightmaps have their own variable: "r_ext_compress... [Read More]
I didn't mean to diss your work at all (it's awesome) :) ...and actually I was talking about "r_ext_compress_texture" which controls "r_ext_compress_lightmaps" in mp that makes lightmaps look crap with strange colors everywhere.... [Read More]
Using -filter helps too.. but the blockyness appears mostly because of stupid texture compression that also controls the lightmap compression and makes all lights change color like mad. :mad: wudan: Could you post settings for that phong shading &am... [Read More]
Next time you really should try using lower resolution, 320x240 or 512x368 and higher compression, also I would have liked to see map in real colors :) ... and now for the map :D Central area seemed "little flat" also I would have liked to... [Read More]
Here is the reason I hate texture compression in mp: http://atjw.sigmatic.fi/khaza/wip/ctf_/sml/025.jpg (http://atjw.sigmatic.fi/khaza/wip/ctf_/025.jpg) ..and here are the actual screenshots :D http://atjw.sigmatic.fi/khaza/wip/ctf_/sml/026.jpg (h... [Read More]
Lately I have been working with the interior parts: http://atjw.sigmatic.fi/khaza/wip/ctf_/sml/019.jpg (http://atjw.sigmatic.fi/khaza/wip/ctf_/019.jpg) http://atjw.sigmatic.fi/khaza/wip/ctf_/sml/020.jpg (http://atjw.sigmatic.fi/khaza/wip/ctf_/020.jp... [Read More]
Nice skies there Eldritch, I liked the #1 very much.. but as I wrote earlier I wan't to have rendered sky because it needs to have buildings in it. Anyways.. here I go again: http://atjw.sigmatic.fi/khaza/wip/ctf_/sml/011.jpg (http://atjw.sigmatic.f... [Read More]
There you go: http://atjw.sigmatic.fi/khaza/wip/ctf_/sml/006.jpg (http://atjw.sigmatic.fi/khaza/wip/ctf_/006.jpg) http://atjw.sigmatic.fi/khaza/wip/ctf_/sml/007.jpg (http://atjw.sigmatic.fi/khaza/wip/ctf_/007.jpg) http://atjw.sigmatic.fi/khaza/wip/c... [Read More]
I have had few problems while making rest of the so total redesign of the map was inevitable (im little perfectionist :)) .. but nothing too dramatic ;) Im going to post new screenshots tomorow if everything goes right.... [Read More]
The map doesn't have name yet but is allready starting to build up. It's mix of ffa_bespin and bespin_streets (sp) with ctf_ns_streets dangers :) Don't worry about the lighting or the skybox since I haven't really started working on with them. http... [Read More]
Very nice suggestions there Silent Thunder! IMO the current automatic blocking feels like cheap autoaim. OK.. here is my idea of blocking system: - Possibility to choose between auto and manual - Automatic must be weaker than manual and is designe... [Read More]
Originally posted by Emon ...or what if Raven would stick to the objective of their plans, which is to make a FIRST PERSON SHOOTER and leave out the RPG elements for morons who like to ruin the game which is a FIRST PERSON SHOOTER and you go play a... [Read More]
I would have liked to vote for Fists, Imperial Repeater, Rail Detonator and Concussion Rifle. But since I have to choose 1, I voted for Rail Detonator :D (MOTS version with different ammo types)... [Read More]
New game mode suggestion for the multiplayer... It would be called "The Rancor" or something similar (You probably guess by now :)) Gameplay would be quite similar to the current Jedi Master: First player becomes The Racor and others try t... [Read More]
If you are talking about fog around the falls you might want to try alternative solution: Particle Studio (http://www.quake3stuff.com/freebrief/asp/contents.asp?sect=q3a). Yes particles :D and they workin MP too, actually they are just shaders but if... [Read More]
You could make the ice in 2 layers... 1st should be semi transparent and the 2nd basic ice/snow texture ...but if you want to use one layer I suggest using simple refrection (not mirror) like in the glass texture.... [Read More]