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lassev

Latest Posts

Page: 8 of 24
Posted in: lighting up a cityscape
 lassev
05-26-2004, 11:12 AM
#9
You know, Gothix, it's not even healthy to know as much as you do? Your brain might burst! ;) If you use the ambient lighting, your indoor areas might suffer, if you have such. On the other hand, I guess nothing should be avoided just because it's...  [Read More]
Posted in: Icarus Scripts...
 lassev
05-23-2004, 6:47 AM
#11
Originally posted by JaedenRuiner Yes, exactly.. However, I have tested EVERYTHING I can think of, all formations that do not cause the ICARUS compiler in BehavED to crash on me. (Through the IBIze.exe compiler error). Believe me, so did I! I saw e...  [Read More]
Posted in: Icarus Scripts...
 lassev
05-22-2004, 9:24 AM
#9
Well, I tried every trick I could think of, but to no avail. I can't think of any other reason for this malfunctionality except the fact that a force power level is defined as a "special table". Maybe it makes them all incompatible to the f...  [Read More]
Posted in: Icarus Scripts...
 lassev
05-22-2004, 5:07 AM
#8
Originally posted by Mercenary I don't get the point to all this. If you want to change force powers without using the console just make the adjustments in the scripts and load them as a mod. I do get the point, and it's very interesting. He's loo...  [Read More]
Posted in: Icarus Scripts...
 lassev
05-22-2004, 4:48 AM
#6
Hmm. Print with the exclamation mark works for me every time I use it, so that's a fully working command. And that's the command I always use for debugging (if not some sound command occasionally). However, that was nothing but an appendage and nothi...  [Read More]
Posted in: Icarus Scripts...
 lassev
05-21-2004, 7:01 PM
#4
Now, since I'm a clairvoyant, let me try to answer even before you ask... ;) Try this one out. I don't know if it works (I have had no need to do such things as you are trying to do. I just build puzzles and cinematics). if ( $get( FLOAT, "S...  [Read More]
Posted in: Icarus Scripts...
 lassev
05-21-2004, 7:23 AM
#2
If you don't "waste" the time to write the question, you can be sure that Wade, Mercenary, mslaf, Leslie Judge, or any other "High Caliber ICARUS Scripter" will never answer the question. ICARUS is a land of vastness, and it's not...  [Read More]
Posted in: One Script and one Vis
 lassev
05-22-2004, 4:56 AM
#15
Indeed. That's exactly why I was always talking about if you want to create a new model... You know, I had this same problem. I was loath to replace the original seeker (or is it remote_sp, whatever), so I ended up editing the model itself. Unfortuna...  [Read More]
Posted in: One Script and one Vis
 lassev
05-21-2004, 12:36 PM
#13
Oh, yeah. Finally I know what you mean. Yes. It seems to me you already have a custom, green skin suitable for the environment. So you solved the problem? Good work!Unfortunately I have no idea how you could turn the turret into an operational weapon...  [Read More]
Posted in: One Script and one Vis
 lassev
05-21-2004, 7:09 AM
#7
Well, the misc_turret, which is the blaster turret normally hanging from ceiling, rotating around Z-axis and shooting the player, uses the model models/map_objects/imp_mine/turret_cannon.md3. I didn't find any npc file or any other file referring to...  [Read More]
Posted in: One Script and one Vis
 lassev
05-20-2004, 6:49 PM
#5
Originally posted by lauser Actually I might be on the right track. The turret is actually an NPC. So I copied the sentry NPC file and I'm going to try using that along with a weapons file. Not too sure on this yet.......:confused: Lassev, all I'm...  [Read More]
Posted in: One Script and one Vis
 lassev
05-20-2004, 5:44 PM
#2
1) You gotta elaborate! Do you mean a fully functional turret you can go and use (hit use button and you are transferred behind the turret, and you can aim and shoot)? Aren't this kind of turrets closer to vehicles than anything scripted? Perhaps you...  [Read More]
Posted in: Cutscene Question
 lassev
05-23-2004, 7:21 PM
#17
Originally posted by Mercenary OK here's a desperate attempt :lol: But what the he11 :D What if you could reference the animation by giving the path to the file? Man, that's pretty desperate, isn't it?...  [Read More]
Posted in: Cutscene Question
 lassev
05-21-2004, 7:18 AM
#13
It's a pity there are still so many differences between SP and MP scripting. It would have been so easy, if you could have just named a _humanoid_x folder after your map also for MP. I don't really know MP stuff that well, having never mapped for MP...  [Read More]
Posted in: Cutscene Question
 lassev
05-21-2004, 6:33 AM
#11
Originally posted by keshire Ok as far as single player goes. Yes the gla a cinematic comes from is related to the folder and filename. if the map and script is in abc_123 the gla must be _humanoid_abc_123 Interesting indeed! That's a good point...  [Read More]
Posted in: Cutscene Question
 lassev
05-20-2004, 3:23 PM
#6
This is an excellent question. I have seen no evidence that the Raven provided extra animations would need any special treatment. As far as I can see (based on studies of Raven scripts and entity properties), they are just called from a script like a...  [Read More]
Posted in: 3d studio max question
 lassev
05-07-2004, 4:48 AM
#3
Torchy did that with his CAVERNS OF LOST JEDI. And with amazing results also....  [Read More]
Posted in: Rich Deasils Map is gone!!!!!!!!!!!!!!!!!!!!!
 lassev
05-05-2004, 2:51 AM
#15
Originally posted by lukeskywalker1 Where is RichDiesal, and all the old mappers? The tides of time have swept over them, taking them away, never to be seen again. They live only in the memories of those who came after them....  [Read More]
Posted in: Spotlights (that actually look like spotlights)
 lassev
04-29-2004, 5:39 AM
#3
Yeah, it's a cool effect but don't overdo it. You must remember that in the real life you only see the beam of light if the air is filled with particles, like dust or water vapor. So, the spot light with a beam may not actually always look like a &qu...  [Read More]
Posted in: JA SP: Syndicate:Initiation
 lassev
05-22-2004, 8:15 PM
#12
Thanks for the feedback! :)...  [Read More]
Posted in: JA SP: Syndicate:Initiation
 lassev
05-22-2004, 10:19 AM
#9
Thanks, Wedge! I really appreciate your words, as I have witnessed your writing skills, and they are truly considerable. Here are a couple of more screenshot for you, people: http://www.student.oulu.fi/~lvaarisk/external/masshot11.jpg http://www.s...  [Read More]
Posted in: JA SP: Syndicate:Initiation
 lassev
05-09-2004, 6:00 PM
#7
I replaced the grating in the chamber with a couple of granite textures (shaders actually) I made in Photoshop. Here's some evidence. I think the change is to the right direction. http://www.student.oulu.fi/~lvaarisk/external/masshot9.jpg http://ww...  [Read More]
Originally posted by Amidala from Chop Shop Mostly, I'm exhausted from this project. I've had dark circles under my eyes for at least two weeks. Even just doing the screenshots took almost a week. Open up the jedi_hf_expansion.pk3 file and look at t...  [Read More]
Posted in: Star Wars Redemption: A JKA Scripted Movie
 lassev
05-07-2004, 3:55 AM
#22
Maybe you could restrict the area with NPC_noentry (or what was the special clip shader again) and use camera_groups for the NPCs to keep them on the center of the view. Then just turn them loose and let the AI do the fighting, at least as far as you...  [Read More]
Posted in: Star Wars Redemption: A JKA Scripted Movie
 lassev
05-05-2004, 5:21 PM
#20
I gotta agree with things said here: The cinematic scripting and especially the camera work was very fine indeed. Keep up the good work!...  [Read More]
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