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lassev

Latest Posts

Page: 11 of 24
Posted in: Shaders
 lassev
03-15-2004, 8:35 PM
#3
Check this one out (won't necessarily answer your questions, but will come in handy later on): http://www.heppler.com/shader/shader/index.html And what comes to your other questions, I suggest you remind yourself of the fact that your game came shi...  [Read More]
Posted in: conservation in mapping???
 lassev
03-15-2004, 8:27 PM
#3
Originally posted by JeeMonkey how important is it ....to clip brushes that extend into the void? Why would you even have unnecessary brushes sticking out to the void? If they happen to be detail brushes, it will lead to troubles. Originally post...  [Read More]
Posted in: doors
 lassev
03-15-2004, 8:39 PM
#3
Yeah, the best tutorial ever somebody could make would be: "How to search the forums for answers to your questions." I don't mean to be rude, but this particular subject was under such an intensive scrutiny so recently that I can't belie...  [Read More]
Posted in: How do I import custom textures into radiant?
 lassev
03-11-2004, 8:19 AM
#2
Just create a subfolder named after your map in your textures folder. In that subfolder place proper jpegs files (or tga / png files if you make shaders using alphas). That's it. Lauch Radiant and you should see the folder in the texture menu. Keep...  [Read More]
Posted in: Sound Problems
 lassev
03-11-2004, 12:47 PM
#5
Originally posted by WadeV1589 About a custom sounds.txt file, last time that was brought up we ended up the result that it is not worth doing it. If two PK3's include a custom .sounds.txt file then only one will be loaded making the other map fail....  [Read More]
Posted in: Sound Problems
 lassev
03-11-2004, 8:13 AM
#3
If you have your own sound files, or want to make new combinations of the existing Raven sound files, you can add to the sound.txt your own entry by dutifully following the examples of the original entries. After modifications, you must include the n...  [Read More]
Posted in: Sucky church.
 lassev
03-10-2004, 10:31 AM
#6
Very nice windows. I covet the forms you have in them. Too bad they weren't just textures. Now I also think I see that those nice arches were made with merged patch meshes. Hmm. That figures. However, aren't churches supposed to be peaceful places w...  [Read More]
Posted in: Hint Brushes
 lassev
03-09-2004, 9:40 AM
#5
Originally posted by WadeV1589 Remember, hint brushes don't have to be on a corner nor at an obscure angle, sometimes keeping them straight can work just as well In this example as you can see I placed the hint brush horizontal with that small ext...  [Read More]
Posted in: Hint Brushes
 lassev
03-09-2004, 7:04 AM
#3
I fully agree with Mercenary, although I would replace the "sometimes some" with "often a lot of"... Yeah, the bottom line is that if you have issues with FPS, place them, but don't expect them to always work. In ideal 90 degrees...  [Read More]
Posted in: even more scripting questions.
 lassev
03-08-2004, 8:08 PM
#3
Nothing's simpler, my good fellow. Just place an fx_runner where you ultimately want the explosion to happen. Find the right explosion, and check the oneshot flag. Give it an ordinary targetname. That targetname you will use("targetname") i...  [Read More]
Posted in: "L" shaped brush
 lassev
03-08-2004, 7:56 PM
#4
Oh yeah. "Curve" was a wrong word, and definitely not the one I should have used. Well, "convex" and "concave" weren't included in my English vocabulary before this... :)...  [Read More]
Posted in: "L" shaped brush
 lassev
03-08-2004, 12:31 PM
#2
It's quite impossible. You cannot make a brush that curves outwards, only inwards. If you place an imaginary line inside a brush connecting two random spatial coordinates, it must all the time stay inside the brush - it cannot ever leave the brush an...  [Read More]
Posted in: NPC Trouble
 lassev
03-07-2004, 8:21 AM
#5
Actually I think all of the commands in your script belong to the default "personality" of stormtroopers. Although you might get better results with running than by walking. To use that script, you gotta give the NPCs a spawnscript (or aff...  [Read More]
Posted in: Big Mapping problem!
 lassev
03-11-2004, 12:42 PM
#4
If it doesn't help, check this one out: http://levelforge.teamhuh.com/forgeLink/viewtopic.php?t=326...  [Read More]
Posted in: A rolling stone?
 lassev
03-08-2004, 7:47 PM
#8
Go check this thread for a better scripted elevator tutorial. You script above is missing some vital points (meaning you haven't yet grasped the whole meaning of the commands you are using). http://www.lucasforums.com/showthread.php?s=&threadid=...  [Read More]
Posted in: A rolling stone?
 lassev
03-06-2004, 11:15 AM
#4
I suggest you go and find a tutorial explaining how to make scripted elevators. There's also some old threads about that right here at LucasForums (for JO but works as well in JA). Those will explain you how to move objects with scripting, using ref_...  [Read More]
Posted in: lots of questions.
 lassev
03-05-2004, 6:34 PM
#4
You must add to your origin brush some other stuff. Try a small piece of caulk or nodraw, or equivalent. So, make a piece of brush, then make an origin brush separately (the origin can and often should be inside the other brush). Then select both and...  [Read More]
Posted in: Wanted: Battle of Geonosis pics
 lassev
03-04-2004, 7:29 PM
#2
Hmm.... Why don't you use the AOTC movie? The DVD should provide pretty much information....  [Read More]
Posted in: Coruscant and outlander club
 lassev
03-04-2004, 9:04 PM
#5
Very nice shots! You have many fine architectural details in those screencaptures. I like also very much the outdoor pictures. The buildings look really imposing. However, for some reason the first shot with the room interior seemed somehow very art...  [Read More]
Posted in: Vertically Sliding Doors
 lassev
03-04-2004, 5:19 PM
#8
No, luckily not. It's sufficient to hit the angle buttons... :)...  [Read More]
Posted in: Vertically Sliding Doors
 lassev
03-04-2004, 3:47 PM
#6
Originally posted by SeriousMite Thanks guys. I didn't enter an angle for the 'trigger_multiple' so what value should I enter? 45, 90, 180, ect. or is it something different? Well, obviously you are the only person on Earth who knows that, because...  [Read More]
Posted in: Vertically Sliding Doors
 lassev
03-04-2004, 7:02 AM
#3
Originally posted by SeriousMite I then created a trigger brush around the brush which I'm using to represent my switch. Next, I turned it into a 'trigger_multiple', set the wait-time to 10 and checked the 'facing' and 'use_button' check-boxes. I th...  [Read More]
Posted in: 2 + looped scripts in MP = 4 FPS!
 lassev
03-02-2004, 9:23 PM
#23
Yeah, I would also do it with a func_train (although I normally always promote func_statics just for the fun of scripting). There's a really nice selection of flags for func_trains in the path_corner entity. You can control the speed between any path...  [Read More]
Posted in: 2 + looped scripts in MP = 4 FPS!
 lassev
03-02-2004, 2:47 PM
#17
Originally posted by Leslie Judge Soo.... we can say ICARUS II not equals to ICARUS II. :) Interesting and good to know. It is clear now for everybody that I've spent years with JA MP scripting. :mrgreen: Yeah. Sure, you can put it that way. It's...  [Read More]
Posted in: 2 + looped scripts in MP = 4 FPS!
 lassev
03-02-2004, 7:06 AM
#15
Looks like a sensible script to me. Although I will make two remarks: 1) Why do your move commands look like this: move ( $tag( "fly1", ORIGIN)$, < 0.000 0.000 0.000 >, 2000.000 ); When I use move commands, they look like this: mov...  [Read More]
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