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lassev

Latest Posts

Page: 16 of 24
Posted in: func_rotate?
 lassev
11-08-2003, 8:03 PM
#2
Go to the system textures and find an orange ORIGIN texture. Now make a small piece of brush with that texture, and place it exactly where you want the center of the spinning be. Include that piece, called origin, in your func_rotate, and it should b...  [Read More]
Posted in: big volumes = bad?
 lassev
11-05-2003, 5:29 AM
#2
There's only two facts that can made them bad, and they are strongly connected to each other: big areas full of detail will surely bring down FPS (frames per second) to unplayable levels. Big areas lacking detail may look plain and uninteresting and...  [Read More]
Posted in: filling large spaces
 lassev
11-05-2003, 5:39 PM
#5
I think you should start with the question "what is the hall for?" Even the imperials didn't build halls just for the fun of building halls. Is it used for storing equipment? Then you should have crates, possible some methods that are/were...  [Read More]
Posted in: New screenshots of my map (SP)
 lassev
11-04-2003, 8:05 PM
#5
Very good shots. And I especially like the SP part in brackets... Yeah, you are so good mapper that I don't feel that I could possibly give you any suggestions, but still I'm going to propose that you go find a few non-grey textures / shaders. Right...  [Read More]
Posted in: Texture Adjustment
 lassev
11-03-2003, 8:43 PM
#2
Press SHIFT + S. Should help a little bit......  [Read More]
Posted in: Making the Star Wars books come alive (very sweet)
 lassev
11-02-2003, 8:34 AM
#2
Ah, but I think great many things are already modelled from those books. Some places may be mapped after places from the books, and certainly the movies have inspired many people. However, there are still other people who want to create everything th...  [Read More]
Posted in: Team Corellia
 lassev
11-02-2003, 10:03 PM
#57
Originally posted by The Cheat will there be different versions for different times of day? i think it would be pretty cool Possibly, if manuscripts so dictate. I haven't read all the scripts written (why? Oh, why? I'm doing my part in mapping, ye...  [Read More]
Posted in: Team Corellia
 lassev
11-02-2003, 8:16 AM
#43
To end this sorrowful quarrel and get things back on track, I will post here a picture of the Hotel Corellia. http://www.student.oulu.fi/~lvaarisk/corshot3.jpg I have mapped also some interior parts of CorSec HQ already, but unfortunately screensho...  [Read More]
Posted in: Team Corellia
 lassev
10-31-2003, 7:44 AM
#21
Originally posted by Nym 4 words Arcutecture BAD VERY BOXY Dude work on puting more curves in alot moreAnd the texturing is horrible no offense but it is Thanks for the positive and constructive feedback :rolleyes: I guess you probably won't be...  [Read More]
Posted in: Help me
 lassev
11-02-2003, 8:36 AM
#8
Originally posted by gothicX The solution is called "Jedi Academy". That was a nice one, GothicX. I haven't yet had time to prove it myself......  [Read More]
Posted in: Very confused noob
 lassev
10-20-2003, 2:07 PM
#10
Originally posted by lukeskywalker1 Well, the reason i havnt used detail that much, is because i made an outside map one time, with an imperial base in it, you could go inside the base, and it was pretty large. I used caulk as much as could, and the...  [Read More]
Posted in: Very confused noob
 lassev
10-19-2003, 9:02 PM
#3
There aren't too many tutorials for JA yet. In the meantime, go to: http://richdiesal.jedioutcastmaps.com/tutorials/ That's for JO and JK2Radiant, but should work great with GTK and JA. A word of warning, however. Don't wander around calling tutor...  [Read More]
Posted in: map_objects
 lassev
10-19-2003, 8:55 AM
#13
Don't worry. There are dozens of explanations why your cinematics might not work. If you are totally unsure what might be wrong, you have a couple of things to try: First, turn off the camera commands to watch the situation more closely. That sometim...  [Read More]
Posted in: map_objects
 lassev
10-18-2003, 2:28 PM
#11
You are talking about cutscenes, so you are obviously making an SP level. You don't need to worry about the nav file. The game makes it for you. What you need to worry about are the waypoint networks the navigation is based on. They are a different s...  [Read More]
Posted in: map_objects
 lassev
10-18-2003, 10:26 AM
#7
Originally posted by The5ID whats that makes just no sense. Most of the chairs and tables etc and with JO, is there anyway i can texture then myself? Sure. You can either edit the existing textures or make 100% compatible textures yourself, if you...  [Read More]
Posted in: map_objects
 lassev
10-18-2003, 8:18 AM
#4
Ah! I won't say anything about that. Let's say my advice was valid only as long as you don't distribute the level, but just play with it on your own computer. When you consider submitting it to PCGM or some other place, then it's indeed useful to thi...  [Read More]
Posted in: map_objects
 lassev
10-17-2003, 8:26 PM
#2
The textures of the models are in the same folder as the model files themselves. However, in the shaders folder there's also a shader file for all the models. You need at least the appropriate shader entry (in addition to the textures). The easiest s...  [Read More]
Posted in: Water and Fire Maps.
 lassev
10-18-2003, 8:53 AM
#7
Your map desperately cries out for some nice curves and patches......  [Read More]
Posted in: Will there be a JK3 radiant?
 lassev
10-15-2003, 5:10 AM
#27
Originally posted by ydnar You can change the color of any entity by modifying its entry in the entities.def file in scripts/. Cheers, y Thank you, ydnar! You just made my future mapping a lot more pleasant. I was actually looking for this kind o...  [Read More]
Posted in: ARIOCHE terrain system
 lassev
10-14-2003, 4:21 PM
#6
I'm looking forward to your tutorial, Emon. I could use some serious terrain in my next project....  [Read More]
Posted in: WIP: Cinematic for JKII
 lassev
11-01-2003, 6:32 PM
#63
right now im not sure which commands are still in JA, and which are not... and im not sure if they put all the animations in JA. If not, thats not going to be cool at all Yeah, that's certainly a thing you are not wondering alone :( . It's a strange...  [Read More]
Posted in: WIP: Cinematic for JKII
 lassev
11-01-2003, 4:50 PM
#61
I will rather wait for the finished version. Playable levels are OK to beta test, even if there were some bugs, but movies are a different story. I think I would like to see this one as a smoothly running piece of art, with no compromises......  [Read More]
Posted in: WIP: Cinematic for JKII
 lassev
10-18-2003, 2:39 PM
#49
Originally posted by lukeskywalker1 Ok, a quick question, i hooked JK2 raidant up to JA, do you think it will work? I put the new mp_entities.def and the new sp_entities.def files in the tools directory. I loaded it up, and it ran, i saw the new te...  [Read More]
Posted in: WIP: Cinematic for JKII
 lassev
10-18-2003, 8:48 AM
#46
If your project was, let's say 70% done, it would be a hard decision to make whether port it or not. But with 25%, I would port it, if I were you. ICARUS II for JA may offer you some new options, but most likely you can also use the scripts you have...  [Read More]
Posted in: WIP: Cinematic for JKII
 lassev
10-17-2003, 2:28 PM
#44
Nice new site! I just checked it. I noticed you seem to have still a fair bit of things to do, before you are finished. How determined are you to use JO engine for the movie, if you are truly going to release it as a mod to play with the game? JO fan...  [Read More]
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