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Mercenary

Latest Posts

Page: 6 of 10
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 Mercenary
05-02-2004, 2:23 PM
#11
Let's get permission first....  [Read More]
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 Mercenary
05-02-2004, 4:30 AM
#8
I've got most of the individual ones but somebody must still have the all in one. I've tracked down 007, he's mapping for UT2003 and last year released a Matrix map. I emailed him so we'll have to wait and see if I get a response....  [Read More]
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 Mercenary
05-01-2004, 11:27 PM
#5
The host has been down for a while now. There's still a lot of other sites you can learn from even if they're not for JK2 or JA. On another note, does anyone still have that all in one JK2 tutorial compilation that 007 had on his web site just befor...  [Read More]
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 Mercenary
05-01-2004, 7:38 PM
#2
Something to keep you busy JK2 and JA tutorials http://www.sentient-studios.com/main Quake 3 tutorials http://www.planetquake.com/bubba/tutorial.html...  [Read More]
Posted in: WARNING: Node With Unbounded Volume
 Mercenary
05-01-2004, 7:43 PM
#2
This is a good site for definitions of errors http://www.wolfensteinx.com/surface/tutorials/compile_errors.html Try running brush cleanup in the bobToolz plugin...  [Read More]
Posted in: holes in brushes (can i make them?)
 Mercenary
04-29-2004, 1:46 PM
#2
Have you done any basic mapping tutorials?...  [Read More]
Posted in: Spotlights (that actually look like spotlights)
 Mercenary
04-28-2004, 11:09 PM
#2
Light beam tutorial http://planetquake.com/bubba/beam1.html In JA you can find the necessary beam textures in the common texture set. They look like gradients. No_draw is found in the system set....  [Read More]
Posted in: Skies
 Mercenary
04-28-2004, 11:03 PM
#7
If you're using a sky that's included in the game you don't have to create a shader for it. If it's a custom sky then you have to make a shader and include it in your pk3 along with the sky textures....  [Read More]
Posted in: Skies
 Mercenary
04-28-2004, 2:47 AM
#3
This site has a tutorial on how to apply the sky shader http://www.sentient-studios.com/main/ You might have to register to get access to the tutorials....  [Read More]
Posted in: textures n effects
 Mercenary
04-27-2004, 4:30 PM
#3
You got a shader editor from using Rich Diesal? I use notepad for shaders I don't like ShaderEd2....  [Read More]
Posted in: saber_droid in mp
 Mercenary
04-27-2004, 4:34 PM
#2
You should ask in the modeling forum because I think it's lacking tags and it can't perform like a humanoid. You probably have to rig the whole thing in 3ds max....  [Read More]
Posted in: Gtk won't start
 Mercenary
04-22-2004, 11:33 AM
#4
Have you tried reinstalling?...  [Read More]
Posted in: gensurf black trianlge problem :(
 Mercenary
04-20-2004, 6:06 AM
#3
Terrain should be detail. Use antiportals to block vis. http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1536...  [Read More]
Posted in: MIRRORS?????Help
 Mercenary
04-17-2004, 3:59 AM
#3
If you can find a mirror shader put a misc_portal_surface near the brush. I think it has to be within 64 units or something....  [Read More]
Posted in: force fields
 Mercenary
04-16-2004, 4:55 AM
#2
Texture a brush with a force field shader of your choice and turn it into a func_wall. A func_wall can be triggered on and off....  [Read More]
Posted in: Need Help With a Simple Script
 Mercenary
04-16-2004, 8:02 PM
#4
Make the NPC cinematic. Use a spawnscript. Place waypoint_navgoals where you want the NPC to patrol. Give each waypoint_navgoal a targetname. In BehavED there's a command to set a navgoal, which makes the affected NPC go there. I don't know if this w...  [Read More]
If not for legal reasons do it out of respect and don't modify their stuff....  [Read More]
Posted in: Virus in the popups?
 Mercenary
04-17-2004, 7:15 PM
#15
As mentioned earlier, CWShredder is a great program designed to deal with the CoolWebSearch brand of hijackers and all the variations they come up with. http://www.spywareinfo.com/~merijn/cwschronicles.html This forum is not the only place where po...  [Read More]
Posted in: Oh those nasty Skyboxes!(Help,PLEASE!!??)
 Mercenary
04-15-2004, 7:26 AM
#5
There's a tutorial on this site about how to apply the sky shaders in your map http://www.sentient-studios.com/main/ You may have to register to get access....  [Read More]
Posted in: A long time ago in a.....?
 Mercenary
04-15-2004, 7:36 AM
#4
Raven uses a shader that's applied to a black jpg. I don't know how to start a level with it. I don't think it looks good anyways, it's way off. I hope there's a way to get rid of that briefing screen. If there isn't you could make a roq video for th...  [Read More]
Posted in: crushing pillars
 Mercenary
04-03-2004, 2:13 AM
#6
If you want something to fall directly down on a player then go back up you can probably do it with a door? It's a matter of setting up a trigger and setting the lip of the door and using the crusher spawnflag with high dmg....  [Read More]
Posted in: crushing pillars
 Mercenary
04-03-2004, 1:25 AM
#4
You want the pillar(a vertical support) to tip over, did I understand you right? Or, are you talking about some kind of horizontal support from the ceiling?...  [Read More]
Posted in: crushing pillars
 Mercenary
04-02-2004, 11:51 AM
#2
Script it as a func_static. Have it rotate so it goes down. Use the crusher spawnflag and make the dmg higher....  [Read More]
Posted in: flying..?
 Mercenary
04-03-2004, 9:39 AM
#8
Maybe you need the file extension ".md3" at the end. And the model will only appear in game. The position of the model is based on it's own origin and the origin of the func_whatever....  [Read More]
Posted in: flying..?
 Mercenary
04-03-2004, 7:16 AM
#4
I think they used a Raven Object File Format or ROFF to do that because the pods look pretty smooth as they turn the corner. You need 3ds max, but not version 6, to do this. Your best bet is to script it or use a func_train. http://planetquake.com/b...  [Read More]
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