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wedge2211

Latest Posts

Page: 13 of 51
Posted in: Junk.txt = wtf????
 wedge2211
03-18-2005, 2:04 AM
#3
Try turning off "BSP monitoring" in Preferences....  [Read More]
Posted in: PREVIEWS!!! of *VaS*Map
 wedge2211
03-11-2005, 11:28 AM
#9
Originally posted by wedge2211 What's with those slat thingies in the roof of the 'main hallway'? Are those patches? Are those errors? Whatever they are, they look funny. That was an in-game shot....  [Read More]
Posted in: PREVIEWS!!! of *VaS*Map
 wedge2211
03-10-2005, 7:30 PM
#7
You looking at the Coke machine in a mirror? You've got some weird texture stuff going on, like the "anyone bedroom" fireplace. You need to be much better at picking your textures to fit the architecture. What's with those slat thingies i...  [Read More]
Posted in: sky shaders
 wedge2211
03-07-2005, 10:30 PM
#6
Originally posted by wedge2211 Let's say you have 6 images ... for your skybox called yoursky_ft, yoursky_bk, yoursky_up, yoursky_dn, yoursky_lf, and yoursky_rt. A basic sky shader using these images looks like this: ... YES....  [Read More]
Posted in: sky shaders
 wedge2211
03-07-2005, 11:24 AM
#4
Absolutely not. Reread what I wrote more carefully, then read this post. Let's say you have 6 images (you must remember the distinction between textures or images, which are static jpg or tga files, and shaders, the special-effects things you define...  [Read More]
Posted in: sky shaders
 wedge2211
03-06-2005, 2:16 PM
#2
Look at skies.shader and check out how sky textures are referred to in those codes. It's pretty simple, you just type out the name of the sky texture without the _ft, _rt, _dn, etc tags. You can use a set of textures in as many shaders as you want....  [Read More]
Posted in: skybox shaders
 wedge2211
02-21-2005, 3:39 PM
#3
Try Googling "Wadfather" and check the Q3 texture site that comes up. It's a bit outdated, but you might find something....  [Read More]
Posted in: Bloodmine Shaft Release
 wedge2211
02-14-2005, 7:38 PM
#5
Aha, I see what you mean. Well, it's too late now...but thanks. New mirror: LucasFiles (http://www.lucasfiles.com/index.php?s=&action=file&id=991)...  [Read More]
Posted in: Bloodmine Shaft Release
 wedge2211
02-13-2005, 6:01 PM
#3
acdc - Every level has two elevators to the levels above and below it. The levels around the shaft have the added dynamic of the shaft itself, which can be jumped up or down. So I'm not sure what you mean by only one elevator to the base area... As f...  [Read More]
Posted in: Bloodmine Shaft Release
 wedge2211
02-13-2005, 3:46 PM
#1
My first map in quite some time, and quite probably my last for a long while... THE BLOODMINE SHAFT http://www.pcgamemods.com/10328/ http://wso.williams.edu/~jshoer/images/screenshots/shot0209.jpg Download and enjoy! Imperial troops have establi...  [Read More]
Posted in: Easy Gen
 wedge2211
03-01-2005, 5:28 AM
#6
Give this (http://www.map-review.com/index.php?page=tutorial_view&id=12) a read-through. Guaranteed to work for JA....  [Read More]
Posted in: increasing fps help
 wedge2211
02-08-2005, 8:11 AM
#11
Originally posted by JeeMonkey so should i make the mountain walls, tree models, and large river rocks structural or leave them detailed???????? Those should probably be detail, if they're freestanding objects that you can see around. If they're la...  [Read More]
Posted in: increasing fps help
 wedge2211
02-07-2005, 7:15 AM
#5
(1) Lassev is exactly right, 60 FPS is perfectly fine, even for a MP map with lots of players. Hey, if my newest map ran at 60 with 15 bots I'd be dancing. Some areas sit at 27 or so, but it's only one place, and it's still quite playable. The human...  [Read More]
Posted in: Getting Started
 wedge2211
02-07-2005, 6:56 AM
#9
Ah, Q4 will most likely be based on the same basic principles. A Q3 tut would only have to be modified, not rewritten, to fit Q4. The real question is when a Q4 Star Wars game would come along, because without THAT, this community is headed downhill...  [Read More]
Posted in: Getting Started
 wedge2211
02-06-2005, 6:24 PM
#7
Don't think we haven't considered that--but nobody seems to want to spend the time!...  [Read More]
Posted in: Getting Started
 wedge2211
02-06-2005, 9:32 AM
#4
RichDiesal is a bit old, a tiny bit misleading, and written for Jedi Outcast, but the basic principles are covered really well and it's certainly enough to get you started. You won't run into problems with his inaccuracies until you're well on your w...  [Read More]
Posted in: grass
 wedge2211
01-30-2005, 6:45 PM
#15
Ha, no. You've gotta load up the image in a good image editing program and make sure the alpha channel is set to 0% (full transparency) in those areas. I'm not gonna explain as it varies from program to program, and that's not so much a mapping quest...  [Read More]
Posted in: grass
 wedge2211
01-29-2005, 6:19 PM
#13
Open up shaderlist.txt, and type the name of your shader file. (If your shader file is mymap.shader, add the line "mymap" to the shaderlist.) As for reflective floors...find a reflective floor shader from the game and open it up in notepad...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 wedge2211
02-24-2005, 7:40 PM
#22
Why, thank you. :D...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 wedge2211
02-13-2005, 3:44 PM
#17
Woah, wedge released a map--! http://www.pcgamemods.com/10328/ Go download and enjoy! Amidala, I appreciate the sentiment, but at this point I'm more interested in just getting the thing outta my hair - it's been sitting on my HD for over a year n...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 wedge2211
01-30-2005, 6:46 PM
#15
Minor update: I just placed powerups and spawn points, the map is about to enter beta testing. Expect a release soon....  [Read More]
Posted in: Endor Siege
 wedge2211
02-06-2005, 5:25 PM
#117
Yep. (http://www.map-review.com/index.php?page=tutorial_view&id=16)...  [Read More]
Posted in: Endor Siege
 wedge2211
01-28-2005, 11:39 AM
#106
First, some relatively minor gripes: - I'd like the ground texture outside better if it wasn't blown up so damn big. Right now all I see are brown and green pixels. - In shot 05, your struts against the walls have ugly misaligned textures. - What'...  [Read More]
Posted in: Map Review Contest 1 : FFA WIP
 wedge2211
03-07-2005, 11:29 AM
#41
Originally posted by Eldritch Clickie (http://digitalphoenixonline.com/jaShots/theed020.jpg). Bah. Why don't you, like, actually map something that's, like, good for once? Noob....  [Read More]
Posted in: The Rising Empire: Chapter 1, Part 1 (Almost done)
 wedge2211
02-03-2005, 10:06 AM
#24
This looks like a great setting, Antizac. I can't wait to play it and see it for myself. I love your vision of Coruscant! A few extra buildings in the skybox wouldn't hurt, though...to make it look just that much more crowded....  [Read More]
Page: 13 of 51