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lassev

Latest Posts

Page: 22 of 24
Posted in: WIP: U.S.S Enterprise
 lassev
04-08-2003, 9:20 AM
#16
1. I'm really bad at curves The more you use them, the better you'll be, trust me. If you don't use them, you'll never learn, and the looser is your map, unfortunately. And they ain't hard to use, either. Bah, this is the permanent one. Until th...  [Read More]
Posted in: WIP: U.S.S Enterprise
 lassev
04-07-2003, 2:04 AM
#5
A couple of things: you should make it more crowded, that is, put more stuff in, or make the room smaller. Space crafts don't have too much extra space. And use a lot more curves. To be honest, I don't think that your bridge is yet 50% finished....  [Read More]
Posted in: Darkside, or the Lightside?
 lassev
04-07-2003, 10:23 AM
#32
(also, remember that, when asked "what happens if you mixed force powers together?" the devs replied saying that they can't talk about that yet -- maybe we'll get 3 endings? possibly?) I guess you'll get JO Kyle as your master......  [Read More]
Posted in: Tavion: The new villian of JK3?
 lassev
04-07-2003, 10:32 AM
#15
Yeah, the only place where you should find Tavion is some rundown bar, where she's suffering some serious inferiority complex....  [Read More]
Posted in: More NPC interaction
 lassev
04-07-2003, 10:36 AM
#11
I think NPC interaction at the level of Force Grip was quite nice......  [Read More]
Posted in: Is Q3A the right engine?
 lassev
04-05-2003, 5:27 AM
#9
It's no doubt understandable that a few modders and other people who know the Q3A engine very well are a little bit conservative, and are naturally afraid that some of their vast knowledge will go to waste if the engine changes. However, in the big g...  [Read More]
Posted in: SV_SetBrushModel: Null
 lassev
04-08-2003, 1:35 AM
#33
Could you split your skybox in two? They could both end on top of that wall; it seemed straight enough. Just leave some space between them. I guess the player won't be anyway able to climb up there. I have serious doubts that hint brushes would do an...  [Read More]
Posted in: SV_SetBrushModel: Null
 lassev
04-07-2003, 8:43 AM
#24
WARNING: areaportal brush #### doesn't touch two areas This is easy to get if you make a big room, then divide it to two rooms by just constructing a separate wall in the middle. So that the ceiling, side walls and floor are essentially the same. N...  [Read More]
Posted in: SV_SetBrushModel: Null
 lassev
04-07-2003, 1:56 AM
#18
Yes, please finish it. It'll be the best level out there, and you wouldn't believe how many people are waiting for it. It will set starndards for all levels that come after it. And what's a few more hours? Concider how many hours you must have alread...  [Read More]
Posted in: A small glimpse of what I've done so far...
 lassev
03-29-2003, 10:22 AM
#5
Very smooth use of curves and textures. Looks as perfectly tuned as your previous works. And nice phone booth, by the way....  [Read More]
Posted in: Sexual Equality
 lassev
03-30-2003, 7:24 AM
#11
but we can at least hope for equal wages on jobs where men and women can do the same job equally well One funny thing here, which is mostly forgotten, is a one small fact about wages. Nowadays they are not (always) equal, but the thing is: companys...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-13-2003, 11:00 AM
#86
If the hint brushes in those corridors had no purpose, why use them? Well, in theory they shouldn't have such an effect as intended (not that I would pretend to know what Raven had in mind). On the other hand, this is not my original idea, far from...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-11-2003, 7:17 AM
#81
If I separate the nodes between Luke's room and the hangar, I can't see the hangar with r_showtris 1 from Luke's Room, correct? True. Why areaportal and not hint? What's the difference? Use areaportals only with doors or other entities like func_s...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-11-2003, 1:45 AM
#77
Anything left of your map after all that deleting? Well, it's a good thing you did find the culprit. All the time spent looking for some stupid error is always time away from actual mapping. That's a pity. You should probably use areaportaling, even...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-10-2003, 1:19 AM
#67
Hint brushes are rather tricky, I admit. The theory is sound, especially if you should listen to it at some class room, and you could just forget it afterwards. In practice is can work as good as it is supposed, if used in basic situations. However,...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-09-2003, 8:42 AM
#65
Just normal waypoints. Point_combats might be useless as they are only used in battles and the droids are not known for their high prowess in battle. I guess they don't even have any combat AI. Waypoint_navgoals are just for scripting, as far as I kn...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-09-2003, 1:56 AM
#63
How do you get them to move around? Well, it should work just by constructing a network of waypoints and after that setting the droids in their spawnscript to a suitable behavior_state (it was bs_wander, or something like that, if I remember correc...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-04-2003, 12:14 AM
#51
1. b (No) 2. b (No) 3. e (dunno) 1. Maybe you should not release any betas, at least of the first map, anymore. Betas can be funny, and the feedback informative to you, but I would rather play the finished product, to speak the truth. 2. Why don't...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-02-2003, 7:28 AM
#46
Ah nostalgia...back when we were young and carefree. Not having read my tutorials probabaly helps explain you high level of skill relating to scripting Well, I would say that only explains why my maps are still not finished. To learn everything by...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
04-02-2003, 1:24 AM
#40
There must be tutorials of this particular issue somewhere, but it has been such a long time, that I truly cannot remember. You know, I've been doing this scripting thing for such a long time, that I never even read Kengo's tutorials, because they we...  [Read More]
Posted in: The Attack on Yavin series(SP)
 lassev
03-31-2003, 1:01 AM
#34
For some reason, I cannot see that last picture. But I might have still one more suggestion to you. Make the hangar door / last cutscene such that when the battle is over, the player can go and open the doors. But instead of the player just not being...  [Read More]
Posted in: WIP Sith Lord (SP)
 lassev
03-27-2003, 2:17 AM
#30
If you haven't already, please read my cutscene article. You'd probably find some of the information useful. Oh, yes. This mod has excellent potential for some truly memorable cinematics. An opening cinematic with that chamber of Vader... I can ima...  [Read More]
Posted in: WIP Sith Lord (SP)
 lassev
03-21-2003, 9:43 AM
#8
Very nice indeed. Lord Vader is a daring main character, as everybody must already have some kind of a personal image of him. But you seem to have a proper approach with the STs (and the comment). In the movies we hardly ever saw Vader do any dirty w...  [Read More]
Posted in: AttackonYavin:Part1
 lassev
04-09-2003, 1:45 AM
#10
Well, the first thing I must comment is onviously the unfortunate fact that there seems to be one script missing. It should be run, when the elevator breaks up, but instead you can just see the error message of a missing script. I can't remember the...  [Read More]
Posted in: AttackonYavin:Part1
 lassev
03-30-2003, 6:00 AM
#5
Well, I'll post just a couple of comments. The large force field in the beginning. Maybe it's just me, but I always think that the force fields must have some kind of an machinery to support them. Maybe nothing more is seen than the emitters, but in...  [Read More]
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