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lassev

Latest Posts

Page: 2 of 24
Posted in: Moving NPCs
 lassev
03-22-2005, 6:09 AM
#2
Well, you could have a good waypoint network built, and try bs_wander (behavior_state). If you wanted a more intelligent behavior for them, you would need to place navgoals here and there, along the waypoint network, and specifically command the npcs...  [Read More]
Posted in: Opening Scroll
 lassev
03-12-2005, 8:59 AM
#5
Opening scroll? The text crawl in SP? It's a tga image that you can edit easily enough. It's hard coded to be displayed after the Star Wars logo roq (this is a video file) has been played. The 32 bit tga image containing the scroll text is menu/vid...  [Read More]
Posted in: 2 odd questions...
 lassev
02-09-2005, 1:57 AM
#2
Originally posted by JeeMonkey QUESTION 1: if i have a room with walls all around it and an open doorway (no door)......can i put an area portal in the door way to seal the room off during the VIS process????? No....  [Read More]
Posted in: increasing fps help
 lassev
02-08-2005, 1:17 AM
#9
Entities are entities. They have no role in VIS process anyway, so it's all the same if you turn them into details in Radiant or not. It may affect how you filter them in editor, but it has no meaning in the compile process....  [Read More]
Posted in: increasing fps help
 lassev
02-07-2005, 12:12 AM
#4
I don't know why you are worried with 60 fps. That's still a very good fps altogether, especially if you say you are already done detailing your map. Even 30 fps is very playable, after all. What comes to compile, just make sure your map is not leak...  [Read More]
Posted in: Jo problems
 lassev
01-24-2005, 12:48 AM
#6
For the video (roq) part; most certainly....  [Read More]
Posted in: Jo problems
 lassev
01-23-2005, 2:51 PM
#4
Well, I meant the mod source material. Genuine, generic material from the games itself does not really concern the mod. For spawn scripts, you would also need to edit entity properties, that is, the map file itself. That's why you would need complet...  [Read More]
Posted in: Jo problems
 lassev
01-23-2005, 7:40 AM
#2
1. & 2. Do you have access to the source material? If you do, then you can do that with a spawn script. 3. The Howler creature was only added to JA. I don't know what is a test model, but seems likely it shares that condition. 4. By editing the...  [Read More]
Posted in: Do you think there will be a war in Iran?
 lassev
01-19-2005, 1:46 PM
#12
Originally posted by TK-8252 He wouldn't dare go that far. He'd lose so many supporters. He needs no stinky supporters anymore. There's no third term as a president, so what use would he have for supporters (those few he has left anyway?). Yet, I...  [Read More]
Posted in: creating roq movies
 lassev
01-15-2005, 1:49 PM
#4
Originally posted by Darth_Biggs ... Yes, I agree. Three dots sum it up quite nicely. Strange that I didn't come up with that elegant explanation myself. Just to remind you, there's a roq manual in either the JO editing tools or JA editing tools...  [Read More]
Posted in: creating roq movies
 lassev
01-15-2005, 9:19 AM
#2
You best bet might be 3DS Max or equivalent. Render the movie, then make possible post production in After Effects or some other program, and render a targa image sequence. Then use the roq compiler that comes with the editing tools to pack the image...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 lassev
12-31-2004, 4:15 AM
#3
Jolly good work. The corridor shows real architectural genius :p Maybe you could allow some scripted (or just entity based) control of some of the machinery. Thus, a cunning player could wait near the controls and when a gullible player walks down...  [Read More]
Posted in: How do you do things like rotating doors?
 lassev
12-31-2004, 4:06 AM
#5
Yeah. You can have a look at this tutorial (http://www.map-review.com/index.php?page=tutorial_view&id=25) written by some n00b. It's not a direct answer but should provide all the help you actually need. Just adapt it a little, and it'll be fine....  [Read More]
Posted in: force active
 lassev
12-30-2004, 9:18 AM
#5
Only seen with force sense, have in shader entry: surfaceparm forcesight Force activated switch could be done with a func_static, at least. Possibly with func_door (I don't quite remember, but it's easy to check the flags). Func_static can also sep...  [Read More]
Posted in: where is everyone?
 lassev
01-10-2005, 4:49 AM
#13
Originally posted by lukeskywalker1 Aye, same here Vogel, in fact, I didn't think I would come back to JA.. but Im back now, for some reason. At least, back for a while. Hopefully long enough to release at least a short version of your scripted mo...  [Read More]
Posted in: North Pole
 lassev
12-11-2004, 11:59 PM
#4
Looks like a very good start. But what is it? Desann looking for the presents he "failed" to receive last Christmas? ;) EDIT: Oh... There are no clouds but it's snowing......  [Read More]
Posted in: How to make mod
 lassev
12-06-2004, 12:18 AM
#3
Menus are defined by text files under the UI folder. However, the best way for you would be to download some mods you think are great, and then unzipping the pk3s, and just studying the files of those particular mod. Examples can be much more helpful...  [Read More]
Posted in: Vader breath sound loop
 lassev
12-07-2004, 1:51 AM
#8
Originally posted by razorace Yeah, that's why I'm working on getting the SP maps to run like the SP game in MP. Made great progress so far. It must be a huge amount of work. Just the other day I heard reports soundsets don't work in func_statics...  [Read More]
Posted in: Star Wars Jedi Academy: Bounty Trail.
 lassev
12-04-2004, 6:42 AM
#5
Sith-J is an awesome mapper to have aboard, I reckon. He was indeed interesting in SP mapping, and some of his MP maps look like they could be used in an SP project. Such a solution would of course ensure a much more aggressive timetable. And I doubt...  [Read More]
Posted in: SP scripts?
 lassev
11-24-2004, 3:22 PM
#4
Thanks :)...  [Read More]
Posted in: SP scripts?
 lassev
11-24-2004, 1:13 AM
#2
All the original Raven script sources are included in the JA SDK packet. They are in a separate zip packet inside the main zip, so you will have to unzip them after installing the main packet. They have the file name extension of .icarus by default,...  [Read More]
Posted in: Force fields
 lassev
12-04-2004, 2:18 AM
#11
Originally posted by demo will target deactivate work? You could use target_deactivate to disable the triggerable (on/off) behavior of the forcefill. Like if you normally control the forcefield with a button, you could deactivate the button with t...  [Read More]
Posted in: Shader problems
 lassev
11-08-2004, 2:51 AM
#12
You see, you cannot really delete or remove anything that's in the assets#.pk3s. So, if you want to get rid of this effect, you need to replace it with something. But you can't replace something with nothing, as that would be removing in all but name...  [Read More]
Posted in: Map Review Contest 1 : FFA WIP
 lassev
02-10-2005, 12:38 AM
#34
Right now Eldritch is cooperating in a small SP project with me. He is handling all the mapping, architectural design and texturing for the project. Just to let you know, in case he doesn't personally happen to pop in to post any details here......  [Read More]
Posted in: The Rising Empire: Chapter 1, Part 1 (Almost done)
 lassev
02-03-2005, 7:45 AM
#23
Oh, yes! It looks great! It's good to know you went through the trouble of trying and trial to have such a fabulous skybox. I'm certainly looking forward to this project (even if 3 months long silent periods make me forget it every now and then!)....  [Read More]
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