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silverwest

Latest Activity

i have two questions about sounds. first, my some of my ambient sounds are too loud, specifically the fire ones. is there a way to make it softer without actually editing the wav file that came with the game? also, is there a way to create custom s...  [Read More]
RichDiesal, Do you know why my custom textures show up in SP, but not MP? Do they need to be in a pk3 or something? thanks...  [Read More]
Posted in: snow
 silverwest
12-06-2003, 2:06 AM
#4
copied from levelforge's forum (http://levelforge.teamhuh.com/forgelink/viewtopic.php?t=142) If you have a large indoor map with a few outside areas/ledges... use the outside brushes on areas you want to be affected by weather. If you have a outd...  [Read More]
Posted in: Terrain-Textures-Question
 silverwest
11-28-2003, 11:52 PM
#3
hmm, the link was a page off. just click "terrain tips" at the bottom....  [Read More]
Posted in: Terrain-Textures-Question
 silverwest
11-28-2003, 11:51 PM
#2
if you look in the gtkradiant folder, you'll find a tutorial explaining how to do terrains like this one. it's a little outdated though. you'll probably want you terrain lightmapped, which wasn't a feature before q3map2. So you change the metashade...  [Read More]
Posted in: big volumes = bad?
 silverwest
11-05-2003, 5:12 AM
#1
I've heard that having big open volumes in your level is bad. Why is it bad? Big bsp? Can the problem be minimized by filling in inaccessable spaces with clip brushes?...  [Read More]
Posted in: Need help with the water brushes
 silverwest
11-04-2003, 2:34 AM
#3
you need to choose one of the water shaders that has the line surfaceparm fog in it. you can look at the shader files in notepad. I think most or all of the water ones are in common.shader....  [Read More]
Posted in: making a shader
 silverwest
10-16-2003, 6:23 PM
#6
the quotes are how you tell Notepad not to stick .txt at the end of your filename. They don't end up as part of the actual filename....  [Read More]
Posted in: making a shader
 silverwest
10-16-2003, 6:22 PM
#5
dbl. post...  [Read More]
Posted in: making a shader
 silverwest
10-15-2003, 6:45 PM
#2
Make the shader in notepad. When you save it, save it as "yourshadername.shader" WITH the quotation marks around it, in the shaders folder. (When you edit it in the future, you can just hit ctrl-s to save.) Then open up shaderlist.txt in th...  [Read More]
Posted in: skyportal trick?
 silverwest
10-15-2003, 6:33 PM
#6
i kinda wonder what the advantage of it was in JA. I'm pretty sure they used it in the Hoth Siege level. In there, the skybox mountains seem to be 3D while the rest of the skybox looks pre-rendered. Maybe the advantage here is to avoid the contrast i...  [Read More]
Posted in: skyportal trick?
 silverwest
10-15-2003, 2:35 PM
#4
thanks, Emon. that seems more straightforward. Greymon, i'm not sure what works and what doesn't. i haven't experimented with moving objects yet. I think in UT that's how they did the orbitting asteroid in facing worlds. I looked at a website about...  [Read More]
Posted in: skyportal trick?
 silverwest
10-15-2003, 1:07 AM
#1
In Unreal Tournament, there's a level that takes place on a boat. The water is clearly touching the boat, but goes all the way to the horizon seamlessly. Does anyone know how this was done? Can it be done with some trick involving a skyportal (which...  [Read More]