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Mercenary

Latest Posts

Page: 8 of 10
Posted in: Q3map2toolz
 Mercenary
02-26-2004, 10:09 AM
#2
http://www.planetquake.com/hro/webs/q3map2toolz.htm click the Q3MapToolz link and you'll be directed to fileplanet where you can download it. Unfortunately, you have to sign up....  [Read More]
Posted in: no fog in buildings
 Mercenary
02-24-2004, 7:35 PM
#1
I'm trying to do this tutorial http://www.planetquake.com/6thfloor/tutorials/multivolume_fog.htm I'm stuck at the part where it says "Unzip fogcaulk.zip..." I can't find a good link to this file. Does anyone know what the shader code is for...  [Read More]
Posted in: rich diesals mapping tutorial
 Mercenary
02-25-2004, 9:58 PM
#11
I probably still have all his tuts on CDs. His tuts weren't as technically sound as Rich Diesal's but he covered some different areas including scripting. I used to like sending n00bs his way....  [Read More]
Posted in: rich diesals mapping tutorial
 Mercenary
02-25-2004, 8:42 AM
#8
There used to be another JK2 mapping tutorial site by 007 Kayron James Mercieca. He always had unrealiable hosts and the site was down most of the time and I think he just gave up on it and let it die. insert a sorrowful tune here :violin:...  [Read More]
Posted in: What free UV mappers are there?
 Mercenary
02-15-2004, 10:26 PM
#2
Do you mean like Texporter for 3ds max?...  [Read More]
Posted in: WIP: Bast Castle SIEGE
 Mercenary
02-16-2004, 4:12 PM
#11
How did you do that hologram?...  [Read More]
Posted in: WIP: Bast Castle SIEGE
 Mercenary
02-15-2004, 6:03 PM
#5
This looks really good :)...  [Read More]
Posted in: Opening doors in the right way
 Mercenary
02-18-2004, 9:31 PM
#41
To anyone learning Icarus, using variables will give you so much more power and possibilities, learn how to use them....  [Read More]
Posted in: Opening doors in the right way
 Mercenary
02-12-2004, 8:28 PM
#18
Why do you have wait:198 in your target_scriptrunner?...  [Read More]
Posted in: Opening doors in the right way
 Mercenary
02-10-2004, 8:41 PM
#9
Kengo has a tutorial for setting up BehavED and some basic scripting tutorials to help you get started. http://www.geocities.com/kengomaps/tutorials.html...  [Read More]
Posted in: Modelers needed for new mod SITH:
 Mercenary
02-10-2004, 4:29 PM
#8
You should probably post a request for editors in the editing request forum....  [Read More]
Posted in: Modelers needed for new mod SITH:
 Mercenary
02-07-2004, 1:28 AM
#2
10 or more maps for each sith lord! This will take you and your team an eternity to create. 3 maps for each one is more reasonable but still a ton of work....  [Read More]
Posted in: sv_SetBrushModel: NULL
 Mercenary
02-03-2004, 6:26 PM
#2
go here and find some answers http://www.wolfensteinx.com/surface/tutorials/compile_errors.html...  [Read More]
You're looking for the author who goes by the name of Dash Rendar who created a map/mod called "Forgotten Rebel Base" and that's not me....  [Read More]
Posted in: those one kind of textures...
 Mercenary
02-02-2004, 5:59 AM
#3
If you mean like a grate check this tutorial, it explains it pretty well http://fps.brainerd.net/paintshop5alpha.htm...  [Read More]
Posted in: objects that you can push/pull
 Mercenary
02-02-2004, 5:54 PM
#3
It's probably done with a func_static and a script....  [Read More]
Posted in: Cut Scenes in MP
 Mercenary
01-30-2004, 9:42 PM
#4
In sp the camera view is through the "eyes of the player". How will you do this with many players?...  [Read More]
Posted in: Improved Stormtrooper
 Mercenary
01-31-2004, 7:21 AM
#9
HapSlash, your models kick ass! :thmbup1:...  [Read More]
Posted in: SP maps?
 Mercenary
01-26-2004, 11:22 PM
#9
Originally posted by lassev It's a sad truth that in the once great, now sorrowful halls of single player mapping you must wander a long time before you meet someone else. And then, all too often, it's but a long dead corpse of some forgotten projec...  [Read More]
Posted in: SP maps?
 Mercenary
01-26-2004, 9:19 PM
#6
Who on these forums has a single player map in the works?...  [Read More]
Posted in: SP maps?
 Mercenary
01-26-2004, 7:32 PM
#3
There's a greater imbalance for JA than there is for JO and that's pretty bad. Maybe sp mappers are putting more time into their projects which could explain why only 2 have been released to date....  [Read More]
Posted in: Giving my model tags and bones
 Mercenary
01-23-2004, 1:18 AM
#5
I don't think Milkshape 2.0 is going to be out any time soon since it's at version 1.7 right now. Discreet was offering a 30 day trial for 3ds max, check their web site to see if it's still offered....  [Read More]
Posted in: In a mass of tutorials...
 Mercenary
01-22-2004, 8:01 PM
#4
If you're talking about player modeling you need 3ds max from what I've been told. Milkshape and gmax are fine for doing map_objects and weapons....  [Read More]
Posted in: Imperial Outpost part1 released
 Mercenary
01-19-2004, 7:34 PM
#4
It's good to see a sp level for JA. Overall I think it's good but the thing that is missing is mission objectives. Mission objectives provide important feedback to the player and gives more meaning and purpose to the mission....  [Read More]
Posted in: Other awesome MOD ideas
 Mercenary
01-20-2004, 7:28 PM
#36
That's cool people are working on a Dash Rendar mod. I couldn't get anyone to join my JO project :( After playing through JA I kept thinking to myself, man this has a lot of Shadows Of The Empire influence. I'm very tempted to do another Dash Renda...  [Read More]
Page: 8 of 10