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lassev

Latest Posts

Page: 20 of 24
Posted in: Colosseum WIP
 lassev
05-19-2003, 5:11 AM
#20
Now that I have beta tested Colosseum, I can say this demo is absolutely worth every byte you download. Have a look inside the .pk3 and you'll notice it's 100% business. This is a unique level, and one you don't want to miss....  [Read More]
Posted in: Colosseum WIP
 lassev
05-16-2003, 8:32 AM
#4
Amazing. Truly amazing to the last detail. I had no idea. Considering all those little questions of yours I should have guessed this will be such a perfect entirety. I can't wait to play this. I wonder what kind of sounds you have added?...  [Read More]
Posted in: Star Wars : Deception (Take Two)
 lassev
05-15-2003, 10:00 AM
#6
Ships? RIght now, the script for Episode One doesn't call for any, really. *shrug* We'll see what happens, I guess. Ah, well. It was but a little joke referring to Navy....  [Read More]
Posted in: Star Wars : Deception (Take Two)
 lassev
05-15-2003, 3:33 AM
#4
I guess this campaign will include lots of ships... Spaceships, that is. And I don't know if it matters, if your level is released for JA instead of JO. I'm hardly wrong, if I bet many people here will buy that one also....  [Read More]
Posted in: More from Corrupted Paths
 lassev
05-12-2003, 3:54 AM
#5
Originally posted by JDKnite188 Lassev: I do need some area portals here and there. What exactly is a hint brush? Well, its a type of shader you can use in Radiant. Its only function is to split VIS nodes. Thus, it's quite like a wall you cannot se...  [Read More]
Posted in: More from Corrupted Paths
 lassev
05-11-2003, 7:31 AM
#3
Hey, come on! How come that you cannot beat one shadowtrooper! But seriously. Have you done areaportaling to increase FPS? It looks like you might also have long corridors with turns (corners). They could be suitable for hint brushes. Good looking...  [Read More]
Posted in: Exhibit A, the Hull Breach
 lassev
05-02-2003, 3:39 AM
#7
Although it wouldn't be evident in screenshots, but you might (if you haven't already) do a couple of new shader versions of those red lights in the corridor, so that they some of them would blink out of phase, yet quit slowly (some might even be tot...  [Read More]
Posted in: Return of Tavion
 lassev
05-02-2003, 3:54 AM
#9
Oh, come on! Nobody ever said ICARUS scripting would be easy. To prove that, have a look at the Raven scripts. Even they have strange remarks every now and then, in addition to whole parts of the script changed to remarks, possibly because they didn'...  [Read More]
Posted in: Cloud City
 lassev
05-08-2003, 3:39 AM
#19
Originally posted by boinga1 IF you want to make it SP....I may be able to try to hwlp you script it. I have a decent idea of the concept, but little application of scripting. Maybe it is just my personal view of things, but in SP the scripting is...  [Read More]
Posted in: "The Rising Empire" (Level series Showcase)
 lassev
05-11-2003, 7:16 AM
#14
Originally posted by Antizac Or even earlier, if I can get a new Motherboard sometime soon. (I'm currently running a 233 MMX with a GeForce 4 420Mx, so I'm lucky if my levels take less than 24 hours to compile) Wow! 233 MHz! I didn't know Radiant...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-31-2003, 8:30 AM
#40
Yeah. I changed the _glow texture to a very fast noise pulsating shader. It looks quite good, but FPS dropper from 71 to 35, so I guess I won't be leaving it there. Most probably the rgbGen wave will be removed and just lightmap left in place. Well,...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-28-2003, 3:59 AM
#39
They indeed have just a _glow texture. To be honest, and once again I have to remind you all this is my first map ever for any game (and thus I have been given too much praise here), I applied that _glow texture a long time ago, when I was dumb enoug...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-27-2003, 3:46 AM
#36
ETA, ETA. Indeed I'm sorry to say this, but I'm afraid the ETA will be closer to the time your ship sails back, Shadriss, than any moment soon. It would be finished sooner, but the last chamber is a bit of a headache. I want it to be as impressive as...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-26-2003, 9:41 AM
#33
For the enjoyment of all those two people still interested in this level, I'll post one more screenshot. I intended to post no screenshots of the last chamber (besides the array picture already posted), but as most (almost all) of the time I spent on...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-11-2003, 8:07 AM
#31
Despite my best intentions, I haven't still finished the last chamber. My time was spent on adding a totally previously unplanned room to the last map. It's a part of an eastern egg, so to speak, and totally irrelevant to the general plot. It's coupl...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-08-2003, 7:50 AM
#29
Well, it has been quiet for a while, mainly because of this: http://www.student.oulu.fi/~lvaarisk/ss_new01.jpg Now, let me add, before anyone gets any ideas: the level is not finished yet, far from it (still 95%). But Kengo played through the major...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
05-23-2003, 3:21 AM
#185
Oh yeah. I wish my map would also be ready. Good luck with the release....  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
05-22-2003, 3:56 AM
#181
That would do it. 4320=some number of spins. instead, should I put 360 with a loop command? I don't know. Everything is fine as long as it works, eh? But still I must repeat. Rotate values are absolute directions. The command's name can be a little...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
05-21-2003, 3:55 AM
#176
rotate ( < 4320.000 0.000 0.000 >, 1000.000 ); Rotate values are absolute directions the entity will face, when the command is performed. Thus I don't quite understand the 4320.000 part of this command in your script, when a circle has only 36...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
05-06-2003, 8:20 AM
#162
So, now that the first part of the Attack is about ready, or very soon will be, are you going to release it, or do you first build also the next part and release them together?...  [Read More]
Posted in: WIP Sith Lord (SP)
 lassev
05-30-2003, 3:36 AM
#35
That would indeed be sad. I can still imagine an opening cinematic with that Vader's chamber......  [Read More]
Posted in: Occupation: Ground Assault
 lassev
05-30-2003, 11:36 AM
#128
The site below is so legendary and old that probably most of the people have visited it, but you never know. If you haven't, click and see at once. Evil Overlord List (http://www.eviloverlord.com/lists/overlord.html) EDIT: Er... This is kind of rel...  [Read More]
Posted in: Occupation: Ground Assault
 lassev
05-30-2003, 9:44 AM
#124
And now, part 3 of my character Bios segement, which Lassev has described as "excellent" and "truely wonderful". Yes, and it's going to be awesome, when we actually see some bios of the bad guys. I heard they are going to be trul...  [Read More]
Posted in: Occupation: Ground Assault
 lassev
05-30-2003, 3:56 AM
#122
EDIT: Page 4 at LAST. Did it seem to anyone else like we were on page 3 for an age? You know, you could write a biography for every storm trooper you kill, and soon we would be on page 13... Just joking :) Well, you never know if this project is g...  [Read More]
Posted in: My first map (as of yet, not complete)
 lassev
05-30-2003, 3:31 AM
#4
That is indeed looking promising. Well, I don't really play MP, but I can evaluate the graphics....  [Read More]
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