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lassev

Latest Posts

Page: 15 of 24
Posted in: The DeathStar
 lassev
12-11-2003, 4:24 PM
#4
Looks very fine indeed! I guess the last screenshot is taken from the spot where Ben Kenobi and Lord Vader were dueling. This is great work. Keep going!...  [Read More]
Posted in: hand operated double gun turrents! asap help PLEASE!
 lassev
12-04-2003, 10:06 AM
#2
Not too many days ago this question was already asked, and answered. http://www.lucasforums.com/showthread.php?s=&threadid=118612...  [Read More]
Posted in: The Rising Empire in Jedi Academy...
 lassev
12-04-2003, 11:20 AM
#11
Absolutely amazing work! This will be a level to be remembered. The atmosphere looks really interesting, lighting is very moody (in a positive way, that is). And I must add that I really like this comment a lot, I can't even express how much: Just...  [Read More]
Posted in: Intricate design.. But how do you...
 lassev
12-01-2003, 5:26 AM
#13
Originally posted by Druid Bremen What special properties does tga have? P.S: I made the brush detail, and added the shader code, but it still turns up as a load of garbage. TGA was the alpha channeled graphic file format used in JO. In JA it was...  [Read More]
Posted in: Intricate design.. But how do you...
 lassev
11-30-2003, 7:44 PM
#11
Originally posted by WadeV1589 Also any shader who's first stage has a blendFunc will make a brush detail (such as the one above). Well, detailing didn't work that easily for me in JO. In JA I haven't so far used alphas, so I cannot say anything a...  [Read More]
Posted in: Intricate design.. But how do you...
 lassev
11-30-2003, 4:58 PM
#9
Originally posted by WadeV1589 Any brush with nodraw on it is detail by default. Interesting. Thanks for the information. Well, I never had that much use for nodraw so it was easy to miss that fact. I prefer the old trustworthy caulk......  [Read More]
Posted in: Intricate design.. But how do you...
 lassev
11-30-2003, 2:33 PM
#7
And after everything else, remember to turn the brush into a detail brush. A simple thing, but easy to forget....  [Read More]
Posted in: Rotation
 lassev
11-27-2003, 5:07 PM
#5
Originally posted by gothicX You can also use vertex editing and three-point clipping. Damn it, GothicX, you should have told me of the three-point clipping a year ago... It would have helped to produce a better Lighthouse! :)...  [Read More]
Posted in: Fairly easy question... I hope
 lassev
11-29-2003, 10:02 PM
#5
Originally posted by lukeskywalker1 George, where is that tutorial? Id like to know, because i tried to get an NPC to get on that gun, and shoot, but it never worked (from the first level of JK2 SP, the one you destroy the door with, cant remember w...  [Read More]
Posted in: scripting
 lassev
11-25-2003, 3:29 PM
#3
There's a print command in scripting, all right. Just use it to print whatever stuff on the screen you want. That Kengo said he found no way to do it in scripting means only that in JO he forgot to insert an exclamation mark in front of the actual te...  [Read More]
Posted in: Recoving my map....
 lassev
11-23-2003, 10:59 AM
#4
Radiant creates a .bak file. That's the second latest map version (save) with just a different file name extension. Rename the mymapname.bak file to mymapname.map and you'll have your precious map back....  [Read More]
Posted in: JK Racing
 lassev
11-22-2003, 11:08 AM
#3
Well, you can't forget Tusken raiders shooting at you. They are merry fellows......  [Read More]
Posted in: kung fu?
 lassev
11-21-2003, 4:21 PM
#4
Originally posted by fattysbox :confused: Cmon man, real explanations... (or maybe that is the correct answer??:D In that case, what the heck is my ydnar??) It's who. Ydnar is the august and honourable person behind your compiler q3map2. They...  [Read More]
Posted in: Making Trees
 lassev
11-17-2003, 9:24 PM
#2
Well, although you probably could build your trees that way, it might not be worth the trouble. Why don't you just insert misc_models into your map. You can have that way a pretty good selection of different trees with no more work than selecting mis...  [Read More]
Posted in: door that rotates open.
 lassev
11-16-2003, 10:01 AM
#4
Most likely you want to place one trigger_multiple around the door. It should be long enough so that it stretches throught the door (in this case func_static) to both side of it. So that no matter from what direction you approach the door, the trigge...  [Read More]
Posted in: door that rotates open.
 lassev
11-15-2003, 10:30 PM
#2
Sure it is. With scripting. You need but one func_static that has the origin brush where you want the hinges to be (in the XY coordinates, and no need for multiple origins of course). Then in BehavEd you rotate the func_static the way you like, to th...  [Read More]
Posted in: uh sample maps...
 lassev
11-15-2003, 2:13 PM
#6
Yeah, when you open the base/sounds/sound.txt file, you will see all the paths to the sound files used. Just find the soundset you are interested in, and check that the sound files are where they are supposed to be, if they indeed are anywhere, becau...  [Read More]
Posted in: uh sample maps...
 lassev
11-15-2003, 8:17 AM
#4
A key soundset and a proper value is the way to do it. If it doesn't seem to work, check that the sound files for the selected soundset really exist. If they do, there is something else wrong with your door entity or the map in general....  [Read More]
Posted in: Crystal Staffs
 lassev
11-10-2003, 3:33 PM
#3
Man, that's certainly original! And they look really good....  [Read More]
Posted in: JKA SP map :"Raxus Prime" cutscene trouble.
 lassev
11-10-2003, 9:24 PM
#10
Originally posted by lukeskywalker1 Yeah, all trial and error. Hopefully they will put ICARUS II out soon, and maybe it will be a little easier for us :) at least we will hopefully have a lot more animations to use. Judging from what ive heard, JA w...  [Read More]
Posted in: JKA SP map :"Raxus Prime" cutscene trouble.
 lassev
11-10-2003, 3:23 PM
#7
You're welcome. Scripting is mostly trying and then trying again until you succeed. That's the only way to go. The best teacher are, however, the existing Raven scripts. By studying them and the few maps Raven deigned to give us as examples I learnt...  [Read More]
Posted in: JKA SP map :"Raxus Prime" cutscene trouble.
 lassev
11-10-2003, 8:07 AM
#4
For the cinamtic playermodel,i just *placed* and NPC_player and made him cinematic,and called him (targetname) fakeplayer1 All right. If you gave him: key: targetname value: fakeplayer1 Then you need to trigger him to appear in your map. That can...  [Read More]
Posted in: JKA SP map :"Raxus Prime" cutscene trouble.
 lassev
11-10-2003, 5:39 AM
#2
OK. I hardly know everything about scripting (yet Lighthouse taught me something), but this is the first thing that came into my mind: Did you use targetname or NPC_targetname for the "fakeplayer1"? If you add a targetname for any NPC, you...  [Read More]
Posted in: Dewback W.I.P. Updates
 lassev
11-15-2003, 10:55 PM
#63
Wow. Amazing, masterful workmanship! These kind of vehicles really open new possibilities in SP. I'll have to keep this one in mind for possible future use. It might make a REAL difference in an SP project I have been planning for some time....  [Read More]
Posted in: Vehicle spawning problems (surprise, surprise)
 lassev
11-21-2003, 1:36 PM
#11
Originally posted by WadeV1589 btw I highly recommend you just learn Icarus and use notepad, skip using BehaveEd entirely. Then all you need is the exe to compile it. What a strange recommendation. Unless he gets the exe from somebody else, he sti...  [Read More]
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