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lassev

Latest Posts

Page: 13 of 24
Posted in: Many, Many Questions
 lassev
02-16-2004, 6:44 AM
#4
Originally posted by vash_a_2004 8.How do you make blocks moves when you use force pull/push? Yeah. Making blocks to be moved precisely with scripting is very easy. You can make a func_static and define if you want it to be controlled via push or...  [Read More]
Posted in: New Skins for JA By Plasma.
 lassev
02-14-2004, 7:37 AM
#11
Truly remarkable! Like idontlikegeorge said, the clothes alone are unbelievable detailed. This is certainly first-class work!...  [Read More]
Posted in: Opening doors in the right way
 lassev
02-13-2004, 9:17 PM
#22
Originally posted by [ASJN] Balboa hmm you said to make a scripts folder, yet one already existed, so i put castle (which i named the script for the doors) in there, and it said ingame cannot open castle9/castle . any reasons for this? do i not use...  [Read More]
Posted in: Opening doors in the right way
 lassev
02-12-2004, 7:37 PM
#17
Why is your target_scriptrunner inactive? That is not normally necessary. Basically the only time you want to inactive a scriptrunner is when you want to prevent the script from being run, or stop a script already running (as long as it's not affecti...  [Read More]
Posted in: Opening doors in the right way
 lassev
02-10-2004, 7:10 PM
#8
Right. The script Wade gave above is a script source. However, the game doesn't use script sources. You must make the script in BehavEd, which is the script editor. It's included in the editing tools. In BehavEd you first make the script like Wade de...  [Read More]
Posted in: Opening doors in the right way
 lassev
02-10-2004, 6:11 PM
#6
Well, first of all you must make the func_static. You will make that by first making the door itself (but don't yet turn it into a func_static, you'll that a little later). After that's finished, you must place there an origin brush (that's a piece o...  [Read More]
Posted in: Opening doors in the right way
 lassev
02-07-2004, 10:45 PM
#4
Here's a little picture to remind of the angles (as they are sometimes hard to remember, even for me, and I have rotated God knows how many items over time): http://www.student.oulu.fi/~lvaarisk/angles.jpg Just think of the rectangles with letters...  [Read More]
Posted in: Imperial Outpost part2 screenshots
 lassev
02-10-2004, 7:27 AM
#6
Originally posted by Prime How many parts are there going to be? I will be disappointed with any answer less than 50 :) Your beard, Prime, will surely be as long as Saruman's before there is the 50th part for you to download! Yes, I already comm...  [Read More]
Posted in: objects that you can push/pull
 lassev
02-03-2004, 9:21 PM
#6
Well, a func_door entity gives you an option ("force_activate" flag, and possibly also "toggle" flag in addition to that - haven't tried it though) to make an entity that moves between two locations (the door open/closed positions...  [Read More]
Posted in: New single player episode for Jedi Academy.
 lassev
02-12-2004, 9:17 PM
#11
Originally posted by The Truthful Liar Wow, stunning work, it makes me feel like returning to level design. ; ) I would certainly welcome an SP level from you, The Truthful Liar... Anyway, any news, mslaf? Still texturing and detailing? Would you...  [Read More]
Posted in: New single player episode for Jedi Academy.
 lassev
01-29-2004, 7:33 PM
#4
Man! This looks more promising than anything I have seen for a long time! I checked your home site, and it seems you are also making some cool models, and very good textures indeed! This will be a remarkable campaign (although I hate the idea of not...  [Read More]
Posted in: SP maps?
 lassev
01-27-2004, 3:46 PM
#13
Originally posted by Kengo That's pretty sad. No, no, its just something in my eye. I'm not crying. Something. In my eye. Thank you! Originally posted by Mercenary You're quite a poet, Lassev ;) Thanks! I really appreciate your compliments :)...  [Read More]
Posted in: SP maps?
 lassev
01-26-2004, 9:40 PM
#7
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 project that never surfaced nor saw...  [Read More]
Posted in: SP maps?
 lassev
01-26-2004, 8:22 PM
#4
And I can't personally understand why Raven / LEC hates so single player. Nobody believes anymore that they would publish the source code even for JO SP, but even the ordinary editing tools for JA were called MP_editing_tools, as if the single player...  [Read More]
Posted in: SP maps?
 lassev
01-26-2004, 5:56 PM
#2
Yeah, I know how you feel. Unfortunately, many are still in WIP stage for JA. And I'm very much in doubt whether we will ever see as many SP maps for JA as we had for JO. To check the current status of things, go to: http://www.massassi.net/levels/v...  [Read More]
Posted in: Func_Group
 lassev
01-25-2004, 7:27 PM
#9
Go to the edit/preferences menu. Over there go to Display/3D View. You'll see a text "Use paint-select in camera view" and next to it a dropdown menu. It's now saying for you "Yes". Change it to Yes (Classic). Or something like th...  [Read More]
Posted in: Func_Group
 lassev
01-25-2004, 3:17 PM
#7
Well, it works for me, so it must work for you, because it's the same program. Did you change the color in both sp_entities.def and mp_entities.def? Change the parametres while Radiant is not running, and then try Radiant. If it doesn't seem to work...  [Read More]
Posted in: Func_Group
 lassev
01-24-2004, 7:37 PM
#4
You can change the color of func_group by editing a sp_entities.def AND mp_entities files in your base/scripts folder. Just search in both files for func_group. You should get an entry somewhat similar to mine below: /*QUAKED func_group (0.8 0.8 0.8...  [Read More]
Posted in: What do you do first when you map?
 lassev
01-23-2004, 3:52 PM
#2
I have a habit of building one room at a time, so after the initial wall, ceiling and floor brushes I start to make the walls, ceiling and floor more varied. So, I build pillars, niches, all kind of support elements, and such things. After I'm somewh...  [Read More]
Posted in: Imperial Outpost part1 released
 lassev
01-21-2004, 4:17 PM
#8
And so did I, unfortunately. I run the whole place (the parts I could access at least) ten times through, then two times with Force Sense to see if I had missed something, but to no avail. I just couldn't figure out the puzzle of how to proceed. But...  [Read More]
Posted in: Imperial Outpost part1 released
 lassev
01-19-2004, 5:13 PM
#3
Looks good. I already downloaded it, and intend to play it as soon as I find some time. Screenshots look very fine, and SP campaigns are so rare that a quality one is a true gift. And no need to be afraid you wouldn't get this one reviewed :) . Keng...  [Read More]
Posted in: Team Corellia
 lassev
01-19-2004, 4:57 PM
#119
Originally posted by idontlikegeorge Yeah, and looking at the cormaster script, I do see the ending fade out... except in the version I have, the variables are the wrong way (so it's set to fade in, instead of out). Well, I don't remember the firs...  [Read More]
Posted in: Team Corellia
 lassev
01-18-2004, 9:49 AM
#116
Ha! You infidels of little faith! I checked it just for your pleasure, and indeed I have fades in every place I thought a fade would be in order! 1) I have a fade in in the beginning. 2) I have a fade in the chronological transition when Jaden tele...  [Read More]
Posted in: Team Corellia
 lassev
01-17-2004, 9:55 AM
#108
Originally posted by Eldritch Flattery will get you nowhere. ;) The best thing is that I can do it as much as I want, because I'm not even trying to get anywhere! Originally posted by idontlikegeorge All you had to say. I felt your previous parag...  [Read More]
Posted in: Team Corellia
 lassev
01-16-2004, 9:59 PM
#102
Originally posted by Kengo Wedge, we will have to get you in every time somewhere eh? ;) Wow, Kengo, that is a crystallization of a magnificent idea! Don't let go of it. It will turn out to be a be a masterful joke that will run the lenght of the...  [Read More]
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