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Mercenary

Latest Posts

Page: 5 of 10
Posted in: lighting up a cityscape
 Mercenary
05-27-2004, 4:28 AM
#13
I think it all depends on the map....  [Read More]
Posted in: lighting up a cityscape
 Mercenary
05-26-2004, 9:44 PM
#11
q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples> Damn... this makes some nice lighting. The shadows are so good. I used the settings ydnar gave as an example: q3...  [Read More]
Posted in: lighting up a cityscape
 Mercenary
05-26-2004, 4:18 PM
#10
Originally posted by GothiX Combine it with q3map_SunExt, it'll look quite a bit better. Another new one? Originally posted by lassev BTW, what are you mapping, Mercenary? I hope it's SP! Don't worry it's for SP. Speaking of which, me and Ken...  [Read More]
Posted in: lighting up a cityscape
 Mercenary
05-25-2004, 8:38 PM
#7
It goes in the shader textures/city/cityscape { qer_editorimage textures/skies/sky.tga q3map_skyLight 300 5 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/city/sky 512 - } I think q3map_skyLight is the n...  [Read More]
Posted in: lighting up a cityscape
 Mercenary
05-25-2004, 6:25 PM
#5
q3map_skyLight <brightness> <iterations> I've gone as high as 800 5 and there's still not enough light in some places. The lighting looks nice but I'll need help from other light sources. What if I used the dreaded ambient light? Just a...  [Read More]
Posted in: lighting up a cityscape
 Mercenary
05-25-2004, 4:48 AM
#3
Thanks I'll give that a try....  [Read More]
Posted in: lighting up a cityscape
 Mercenary
05-25-2004, 3:22 AM
#1
What's the best way to light up a map with tall structures in a city at night? I don't think light entities are the most practical way to go because I'd have to use an insane amount to cover the large and open areas. Light from a skybox gives a nice...  [Read More]
Posted in: help with vis
 Mercenary
05-23-2004, 3:03 PM
#2
MAX_MAP_VISIBILITY exceeded error has been covered a lot just do a search in this forum and in JO mapping....  [Read More]
Posted in: Icarus Scripts...
 Mercenary
05-23-2004, 3:10 PM
#12
I think you're pushing ICARUS too hard with all those nested IF statements. You have to keep things relatively simple. I had one script that wouldn't work even though my logic was flawless:D but when I broke up the code to run on seperate successive...  [Read More]
Posted in: Icarus Scripts...
 Mercenary
05-22-2004, 5:00 AM
#7
I don't get the point to all this. If you want to change force powers without using the console just make the adjustments in the scripts and load them as a mod....  [Read More]
Posted in: Cutscene Question
 Mercenary
05-23-2004, 6:09 PM
#16
OK here's a desperate attempt :lol: But what the he11 :D What if you could reference the animation by giving the path to the file? example: //Generated by BehavEd rem ( "comment" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", "a...  [Read More]
Posted in: Texture problems.
 Mercenary
05-17-2004, 9:49 PM
#5
I was told by evillair that they took out support for that in photoshop 7. Maybe there's an update or something for it. You can download a trial Paint Shop Pro or use another program....  [Read More]
Posted in: Modder Abuse
 Mercenary
05-16-2004, 5:21 PM
#9
I'd like to add another one to your list, razorace, some morons on pcgamemods automatically rate a file a 1/10 without downloading or checking it out in any way just automatically rating a file a 1 because it's there. Disrespecting a modders hard wor...  [Read More]
Posted in: Error: Max_original_edges
 Mercenary
05-12-2004, 4:28 AM
#3
I gotta see a screenshot of this... 32 patches per post???...  [Read More]
Posted in: AotC TC and Hypocrisy (no flamewars please)
 Mercenary
05-12-2004, 6:35 PM
#28
Can't this dispute be handled privately through email? There's been so much sh*t going on in the community lately and I find it very discouraging. I'm not just talking about the AOTCTC demo backlash either. This environment is not good for creativity...  [Read More]
Posted in: No Worldspawn in map
 Mercenary
05-09-2004, 5:04 PM
#7
Radiant makes backups of your maps. Hopefully you didn't overwrite it yet. Check the maps folder and look for the name of your map with a .bak extension. Rename the extension to .map....  [Read More]
Posted in: water that pushes you
 Mercenary
05-09-2004, 2:32 AM
#2
Use a trigger_push....  [Read More]
Posted in: 3d studio max question
 Mercenary
05-19-2004, 10:46 PM
#8
I heard tempest is garbage. Why don't you use Radiant to make maps? I like to use a modeling program for models and a mapping program for maps but that's just me ;) If you insist on using max export your structures into .ase format and don't bother...  [Read More]
Posted in: 3d studio max question
 Mercenary
05-06-2004, 4:38 PM
#2
If there isn't a map exporter you could export the shapes in the md3 format. The md3 format has size limitations. There's also a question of blocking VIS....  [Read More]
Posted in: Custom Skyboxes.
 Mercenary
05-23-2004, 2:57 PM
#11
For Terragen there's an official user's guide on the site that explains things very well http://www.planetside.co.uk/terragen/ skybox tutorial http://www.map-review.com/index.php?page=tutorial_view&id=2 tutorial on how to properly apply the sky...  [Read More]
Posted in: My own texture wont work in real game...
 Mercenary
05-05-2004, 12:47 AM
#2
This thread will answer your error http://www.lucasforums.com/showthread.php?s=&threadid=122909&highlight=texture+size I know you're new here but you should make a habit of searching the JO and JA mapping forums before posting. A lot of topi...  [Read More]
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 Mercenary
05-08-2004, 5:37 PM
#21
The tutorials are now available. Thanks zag and 007 and anyone else involved in bringing these tuts back. http://www.pcgamemods.com/5223/...  [Read More]
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 Mercenary
05-06-2004, 5:52 AM
#19
Awesome! Great news :D...  [Read More]
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 Mercenary
05-05-2004, 3:40 AM
#16
Originally posted by lassev The tides of time have swept over them, taking them away, never to be seen again. They live only in the memories of those who came after them. Another instant classic poem by Lassev As for 007 tutorials, I've heard no...  [Read More]
Posted in: AOTC:TC - Demo Released
 Mercenary
05-06-2004, 10:11 PM
#136
I don't know what goes on behind the scenes in AOTCTC, so I can't comment on that, but as an outsider and curious follower, it's very clear to me that the cause of the backlash for the demo was poor communication. It seems this project has suffered f...  [Read More]
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