Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

wedge2211

Latest Posts

Page: 12 of 51
Posted in: Dynamic lightmaps
 wedge2211
07-20-2005, 4:28 PM
#5
Not possible with JA....  [Read More]
Posted in: Laserdoor
 wedge2211
07-23-2005, 3:32 PM
#9
Almost, but not quite. Nodraw is best to use on brushes that will be transparent....  [Read More]
Posted in: Laserdoor
 wedge2211
07-20-2005, 4:32 PM
#7
Just take a look through all the texture sets, Imperial-themed ones are good for forcefields, and find shaders (they show up with a white border in the texture palette) with names like "forcefield" or "field," etc. Place a brush w...  [Read More]
Posted in: Elevators
 wedge2211
07-21-2005, 7:56 PM
#10
'K. As a physics student, I can tell you that the obvious things like axes are always good things to check anyways. ;)...  [Read More]
Posted in: Elevators
 wedge2211
07-20-2005, 4:27 PM
#8
Let me guess, you gave it a vector position to move to and mixed up your "x" and "z" coordinates....  [Read More]
Posted in: Portal problems
 wedge2211
07-21-2005, 8:00 AM
#9
Hmm...you don't have two portal surfaces in the same room facing each other, do you? Sounds like that's what the error's getting at....  [Read More]
Posted in: Portal problems
 wedge2211
07-20-2005, 4:26 PM
#5
That's called "HOM," short for "hall of mirrors." Is your mirror brush touching the void? I'm not sure, but it may be necessary for mirror brushes to be detail brushes inside a structural hull. Use misc_portal_surface for mirrors...  [Read More]
Posted in: func_usable with an elevator
 wedge2211
07-11-2005, 6:48 PM
#2
My guess is there must be scripting. Just write one to move both the elevator and usable, and toggle the usable visible/invisible. Do some forum searches for scripting and elevators to find more detailed help....  [Read More]
Posted in: Models..
 wedge2211
05-07-2005, 3:25 PM
#5
"Spawnflags" "2" will enable autoclip, but there are two disadvantages: on models with small parts, this can cause clip brushes to appear that extend way beyond the model boundaries; and it creates one clip brush for every model f...  [Read More]
Posted in: Quick Question for the Community
 wedge2211
05-03-2005, 11:55 AM
#6
I would like to say that we at Map-Review would be happy to host your tutorials on our site--provided you let us fix some of the subtle errors about detail and structural brushes and area portals. We'd also make sure the most recent editing tools - G...  [Read More]
Posted in: Jetpack NPC
 wedge2211
05-03-2005, 11:52 AM
#7
Your script is fine. Looks like you just have to sort out some subtle problem invlving path names or something. Wait for lassev to come along and sort it out, he knows WAY more about scripting than anyone else....  [Read More]
Posted in: Jetpack NPC
 wedge2211
05-02-2005, 6:51 PM
#5
You have to use a script. This will do it: //Generated by BehavEd set ( /*@SET_TYPES*/ "SET_UNDYING", "false" ); Then specify the compiled script filename as the value of your entity's "spawnscript" key....  [Read More]
Posted in: Jetpack NPC
 wedge2211
05-02-2005, 12:31 PM
#3
I recently had to resolve this in my SP maps...CLASS_BOBAFETT doesn't die. Ever. There are two things you can do: - Keep CLASS_BOBAFETT, but have your NPC run a spawnscript that sets SET_UNDYING to false. Jetpack will work, he'll die when you shoot...  [Read More]
Posted in: password
 wedge2211
05-02-2005, 12:27 PM
#7
The .map file was included in the JO editing tools. The scripts are probably located in the...gosh, this'll be surprising, take a deep breath!...scripts directory in the pk3. Probably scripts/kejim/ or scripts/kejim_post/....  [Read More]
Posted in: password
 wedge2211
04-29-2005, 2:13 AM
#2
No. But there are various ways you could make a series of buttons that have to be pressed in a certain sequence....  [Read More]
Posted in: bsp timed out
 wedge2211
04-29-2005, 2:16 AM
#2
Try going to Edit > Preferences, and turn off BSP process monitoring. Sometimes Radiant inexplicaby decided to not let you see the compile process any more. Eventually, you should switch away from default compiles....  [Read More]
Posted in: disintegrating
 wedge2211
04-27-2005, 10:02 AM
#2
In MP, I don't think so. In SP, trigger_hurt entites have flags like ELECTRICAL that you can check....  [Read More]
Posted in: Can real levels be made?
 wedge2211
04-16-2005, 1:32 AM
#4
Oh, sure. You can build SP maps just like MP maps. A few examples: http://www.pcgamemods.com/6782 http://www.pcgamemods.com/8192 http://www.pcgamemods.com/5608 The authors of those mods hang out at the Map-Review.com forums....  [Read More]
Posted in: Lighting question
 wedge2211
04-01-2005, 12:03 PM
#4
You're welcome. :)...  [Read More]
Posted in: Lighting question
 wedge2211
03-31-2005, 9:33 PM
#2
Use one of the compiles marked (test) that says "-light" in it....  [Read More]
Posted in: SIEGE gametype
 wedge2211
03-27-2005, 11:22 AM
#2
Um, hi, three-year-old news?...  [Read More]
Posted in: bsp to map
 wedge2211
03-25-2005, 2:14 PM
#3
Forum search....  [Read More]
Posted in: Endor Siege
 wedge2211
05-18-2005, 10:02 PM
#162
What lighting problems?...  [Read More]
Posted in: Endor Siege
 wedge2211
04-25-2005, 6:18 PM
#158
What have you never tried before but could prove interesting? :P Couple comments: -Looks like the walkway shader has no lightmap stage. Add one! Those look way too bright. -That fallen log in the last shot would look a lot better made out of patch...  [Read More]
Posted in: JA mod: Jedi Fighter
 wedge2211
05-11-2005, 8:29 AM
#52
Hey...that's quirky....  [Read More]
Page: 12 of 51