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wedge2211

Latest Posts

Page: 14 of 51
Posted in: grass
 wedge2211
01-27-2005, 6:41 PM
#10
The tabs are optional. They also don't post to the forum unless you put them in code tags. Did you add your shader file name to the file shaderlist.txt? That's a simple beginner error to make....  [Read More]
Posted in: grass
 wedge2211
01-27-2005, 6:36 AM
#3
Not phong...sprite....  [Read More]
Posted in: Making an Elevator Stop in More Than One Spot?
 wedge2211
01-27-2005, 6:35 AM
#2
You'll need to do some scripting! Do a google search for "kengo script tutorial" or, better yet, search these forums for "lassev" and "scripting" to get you started. If you don't wanna learn to script, you're stuck with...  [Read More]
Posted in: Invisible Walls
 wedge2211
01-27-2005, 6:38 AM
#9
Just deselect everything and hit I (invert selection). But first, be sure you already tried (1) Checking your filters and (2) Brush Cleanup (under PLugins)...  [Read More]
Posted in: Hogwarts
 wedge2211
01-07-2005, 5:02 PM
#38
dictionary.com: reflect (http://dictionary.reference.com/search?q=reflect) To give back or show an image of (an object); mirror. To make apparent; express or manifest Admittedly maybe not the best word to use, but still correct....  [Read More]
Posted in: Imperial Outpost part 3 released!
 wedge2211
01-02-2005, 11:54 AM
#4
An extraordinarily well-built level, and very visually cool and exactly in the theme of the Death Stars and Star Destroyers from the movies. Raven really needs to take a hint from people like you! Sometimes I found it hard to tell where I was suppos...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 wedge2211
01-16-2005, 7:53 PM
#12
Well, you know, Mongo, mine shafts do tend to be rather circular. It's not a natural cave, it's been drilled. Note the boring marks on the rock texture... The lights in the central shaft are also regularly spaced on beams and struts, how much less ra...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 wedge2211
01-07-2005, 5:03 PM
#10
Which areas are you thinking of, Mongo?...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 wedge2211
12-30-2004, 6:01 PM
#2
Now on to the new stuff: ___ http://wso.williams.edu/~jshoer/images/screenshots/shot0208_small.jpg (http://wso.williams.edu/~jshoer/images/screenshots/shot0208.jpg) The latest shot from the bottom of the main shaft. I've added distance fog for a dir...  [Read More]
Posted in: Bloodmine Shaft - CTF, huge and vertical
 wedge2211
12-30-2004, 6:00 PM
#1
Here's a look at a map I've been working on now and then for upwards of a year. A showcase thread has been active for a while on Map Review (http://www.map-review.com/forums/viewtopic.php?p=16981#16981), you may have seen shots there. In any case, th...  [Read More]
Posted in: Which one is better GTk-1.4.0 or GTk-1.3.12
 wedge2211
12-30-2004, 6:13 PM
#2
Later versions are usually better/more stable/etc. Some even have whole brand-spanking-new features....  [Read More]
Posted in: How do you do things like rotating doors?
 wedge2211
12-30-2004, 6:12 PM
#2
Look up some scripting tutorials. ;) Lassev can help you out here. Try searching this forum, this sort of question has been answered a lot before....  [Read More]
Posted in: where is everyone?
 wedge2211
12-29-2004, 2:12 PM
#6
Yup, we're surprisingly active over there. We may even have more contests, since that seemed popular, if we can increase returns. :)...  [Read More]
Posted in: medic center
 wedge2211
12-20-2004, 10:48 AM
#2
Make a shader something like this: textures/yourmap/yourmovingimage { surfaceparm whatever { map $lightmap } { map textures/yourmap/imagename blendfunc whatever [/b]tcMod scroll xSpeed ySpeed[/b] } } The italic stuff is all stuff you need to set de...  [Read More]
Posted in: Star Wars Jedi Academy: Bounty Trail.
 wedge2211
12-03-2004, 4:25 PM
#2
Monthly installments? That'd be awesome, but it's really ambitious, especially for a whole SP mod. The maps would have to be small, at least until you get into the swing of things and have all the stuff settled. I'm not interested in joining, but bes...  [Read More]
Posted in: Endor Siege
 wedge2211
01-27-2005, 5:40 AM
#103
Shader suns >> Entity suns...  [Read More]
Posted in: Endor Siege
 wedge2211
12-22-2004, 4:52 PM
#76
Eh, you just rotate it till it's upside-down. For freestanding things like trees, the angles x y z key is all you need. And hey, isn't there a way to make a shader generate copies of a model on its surface? The might help with grass/bushes/shrubs. D...  [Read More]
Posted in: Endor Siege
 wedge2211
12-20-2004, 9:53 AM
#63
You could make some nice low-growth vegetation by making a leafy alpha shader and putting it on some patch meshes that snake all over the ground...that'd add some depth to the terrain....  [Read More]
Posted in: Endor Siege
 wedge2211
12-19-2004, 5:47 AM
#56
Originally posted by monsoontide making it more yellow or brown makes everything look really dirty You can probably avoid this by making the fog not be drawn until some distance away from the player. That can be achieved with a worldspawn key that...  [Read More]
Posted in: Endor Siege
 wedge2211
12-18-2004, 3:52 PM
#52
Originally posted by wedge2211 If you move the texture on the control point patches up just a tad, you won't have those wierd floating rings above the gradients. I also still think the fog should have a brown component, less blue-green and more brow...  [Read More]
Posted in: Endor Siege
 wedge2211
12-12-2004, 10:15 AM
#41
The fog is icky. Thin it out a little, make it a light brownish-green fog and add whatever key it is to the worldspawn that makes fog not start being drawn till some distance away from the player. That'll go better with the forest scene....  [Read More]
Posted in: Endor Siege
 wedge2211
12-08-2004, 4:27 PM
#33
You could pull off a forest boundary if you have trees and brush (an alpha shader on an endcap snaking its way along the ground, perhaps?) that get gradually denser as you enter the forest, until they get dense enough for you to just lay down a clip...  [Read More]
Posted in: Endor Siege
 wedge2211
12-04-2004, 10:39 AM
#27
Nolight compile, anyone? If you move the texture on the control point patches up just a tad, you won't have those wierd floating rings abovee the gradients. The outside is really hard to judge without tree/foliage models in place, and that is the m...  [Read More]
Posted in: Force fields
 wedge2211
12-03-2004, 6:20 AM
#10
And Byss, and Imperial...just check likely-looking texture sets, it's pretty obvious whice are the force field shaders....  [Read More]
Posted in: Force fields
 wedge2211
11-21-2004, 7:57 AM
#6
I don't think so. A target_activate or _deactivate doesn't USE the thing it's targeted at. A func_usable (what you should make the forcefield from) appears and disappears whenever it is used by an entity, like a trigger_multiple....  [Read More]
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