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lassev

Latest Posts

Page: 21 of 24
Posted in: Return of Tavion
 lassev
05-01-2003, 11:15 AM
#6
Oh yes. This is a most remarkable level and one I will wait for in earnest. It's a blessing such a grand author of MP levels, as you are, Livingdeadjedi, got interested in the possibilities of SP. And please stuff this level full of scripting :)...  [Read More]
Posted in: WIP: Via Jedi Trilogy
 lassev
04-29-2003, 7:37 AM
#3
Yeah, looks like a good start. But check those bevel caps of the big door to space. Maybe they shouldn't be all black, but rather have the same texture as the surrounding wall (?). I guess there will be later on some more stuff crowding this big area...  [Read More]
Posted in: Intimidation to the 10,812th power
 lassev
04-28-2003, 3:10 AM
#20
Very impressive indeed. I wonder if there's some other site, where more is told about this project of yours, Emon. I have been hanging around these forums for little less than a year, yet I know nothing about it, except that your are making an SP cam...  [Read More]
Posted in: "The Rising Empire" (Level series Showcase)
 lassev
04-22-2003, 3:27 AM
#9
Anyway, this is just the first level of Part 1 of a 3 Part series with a more complicated plot as the story unfolds (like anyone actually cares, but what the hell.). No, no, you got it all wrong. Everybody cares. Imagine if the original game would...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-01-2003, 10:58 AM
#27
Originally posted by Louis If you need any beta testers -- sign me up :D Well, I'm truly sorry to let you down. What little beta testing I'm planning for my campaign, it has already been sealed behind closed doors. I can assure you there were no h...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
05-01-2003, 10:31 AM
#26
Yeah. On my part, I strongly support detail brushing. Absolutely most of the stuff in my maps are detail. My compile times are really short. Of course I could use more brushes for detailing, but then again, I want to release this campaign someday and...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-30-2003, 3:31 AM
#21
Thanks for the offer, Kengo. But one has to remember there's still missing about half of the last, big room or should I say chamber (it's the place where that "sophisticated listening array" is located). It's a bit difficult to map, because...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-29-2003, 6:54 AM
#19
To make sure nobody thinks I'm dead or something, I'll post a couple of screenshots. http://www.student.oulu.fi/~lvaarisk/bu_shot00.jpg This is a shot I promised a while ago. It shows the surroundings of the opening cinematics ("Lando's cottag...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-22-2003, 11:17 AM
#18
Well, maybe you are right about the Dark side of the SP. The motives do not ultimately origin from the Dark side. And you have to take into account the role of the game Engine... But still, it just pleases well my twisted sense of humour to have the...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-20-2003, 1:35 PM
#16
So, you wouldn't mind, eh? Let's put it official: can I include your custom skin into the campaign with full credits given to you, of course? Your package would be in it's original form, because it's stand-alone, only the readme would be renamed to s...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-18-2003, 11:58 AM
#13
Custom skin for Kyle is a nice touch! Sorry to let you down, but I cannot actually include the custom skin for Kyle in the campaign, because the skin's not made by me. It's just a separate skin mod that I installed long ago, thus it's evident in all...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-16-2003, 8:05 AM
#8
Thank you all for the positive feedback. The lighting is not even throughout the levels, and it's changing quite a bit from area to area, depending on the purpose of use of the room. Btw, what kyle skin is that Eh... The kyle skin? It's probably on...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-16-2003, 1:51 AM
#2
Then some screenshots I promised... http://www.student.oulu.fi/~lvaarisk/ss0000.jpg A hall containing some defence installations brought by the Imperials... http://www.student.oulu.fi/~lvaarisk/ss0002.jpg A tall chamber with the well for an expres...  [Read More]
Posted in: Project Lighthouse (SP)
 lassev
04-16-2003, 1:42 AM
#1
I'll post a few screenshots and shortly describe what's it all about. Lighthouse is a single player campaign of three maps, two of which are playable, one being purely cinematic. The plot in short: Kyle and Jan receive an encoded, cautious text-only...  [Read More]
Posted in: I like pie.
 lassev
04-17-2003, 1:55 AM
#31
This is incredible. True originality. It's not enough that one has the considerable skills to do things like the corkscrew, you also must have the imagination to even be able to design anything as surrealistic as that. I only now begin to realize tha...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-24-2003, 8:28 AM
#151
Originally posted by master_thomas Okay, I was actually just thinking about adding engine noise. The ending cutscene takes place a small amount of time after you hit the button. I'll add an imperial craft and show the jedi jump down the hole. I'll...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-23-2003, 3:42 AM
#141
Now that I saw all the level with scripts included (most of them), I can comment on a couple of things. Let me concentrate on cinematics this time. I think you should slower the camera movement in the beginning cinematic. It's quite fast, and thus no...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-22-2003, 3:16 AM
#136
All right! Now I'm back at business. I downloaded your scripts and I'm going to see through (at last) your beta2 with all the scripts included. You had pretty much rooms and corridors in your schematics. If you are still considering mapping that all...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-18-2003, 12:05 PM
#120
in which case may the gods of computers have mercy on your soul I'm using WinXP, but may the gods of computers still have mercy on my soul, for me not knowing this. And I thought I know a lot about computers. You can't believe how much time I used...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-17-2003, 1:42 AM
#111
How can I get a picture of the 3d or 2d view (not ingame. So, do you mean in Radiant? Try out screen capture. I have always used Paint Shop Pro for that (although not with Radiant, but it should work), but if you don't own it, I'm sure there must be...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-15-2003, 5:55 AM
#103
Looks like you only need a few more points, you want me to donate the remaining number you need to reach 300? I'd really love to see your finished project as well as this topic's one! I can get ya in contact with a few good voice actors who worked on...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-15-2003, 1:29 AM
#102
Master_thomas, thank you very much. I'm deeply grateful. When I first visited these forums all those months and months ago, I though I would never go any further than bantha fodder. I just had one question about how to make two grans fight each other...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-14-2003, 9:17 AM
#97
Some people have noted that static .md3 models do not stress the engine as much as one would think otherwise. However, I cannot really say, if that's true or not. This thread is certainly a good way to gain posts and points. I'm not anymore a pesky...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-14-2003, 1:59 AM
#95
Have you blocked the previous room from the hangar not to be drawn. It is this connection where you have that func_breakable, I believe? If that hole between the hangar and the previous room with the lift you have to break is not blocked, it will mos...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-13-2003, 12:55 PM
#88
whether a hint could be used in the place of an areaportal (I know the other way around doesn't work) Come on, why would you use hint brush where you can use areaportal? With areaportals you never have problems you couldn't trace to some sensible so...  [Read More]
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