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: 15 of 51
Posted in: Force fields
 wedge2211
11-20-2004, 9:02 AM
#4
Make a brush out of nodraw_solid and cover the visible sides with your forcefield shader. Then make the brush into a func_usable, and trigger it with a trigger_multiple, func_button, or anything else you like....  [Read More]
Posted in: Duel Func_Entities
 wedge2211
11-03-2004, 12:09 PM
#5
Ask Kengo or Lassev, they'll know. Kengo even has written some tutorials on the subject......  [Read More]
Posted in: New futur mappers come here!
 wedge2211
10-20-2004, 11:47 AM
#3
The JO Mapping forums have all those links stickied, it's just that nobody thinks to look there anymore....  [Read More]
Posted in: Getting Started
 wedge2211
10-19-2004, 4:51 PM
#14
Be sure to add an info_player_start to every map before compiling....  [Read More]
Posted in: Getting Started
 wedge2211
10-16-2004, 3:43 PM
#11
You can also learn a lot of the basics from Bubba's tutorials (http://www.planetquake.com/bubba/mapping.html). Though they're for Quake 3 specifically, JA and JO use the same engine and so a lot of the concepts are the same--it's just some of the par...  [Read More]
Posted in: Differents music, differents area
 wedge2211
10-14-2004, 9:44 AM
#3
Try placing target_speakers, or make a trigger_multiple with a noise key....  [Read More]
Posted in: water reflection (using jpg screenshot)
 wedge2211
10-11-2004, 10:20 AM
#2
If you check out rgoer's Sunset on Coruscant map, he made some reflective water in the same way that you make "shiny" mettallic surfaces--by mapping the "reflection" texture stage with tcGen environment. I think if you want the re...  [Read More]
Posted in: Rgoers phonged up shaders for terrain thread....
 wedge2211
10-12-2004, 8:33 AM
#4
I don't have a link, but you can always page through the Mapping Showcase where the thread was located...that forum isn't updated too regularly, so it shouldn't be too far back....  [Read More]
Posted in: Terrain Maker
 wedge2211
10-10-2004, 9:12 PM
#6
TerraGen does landscape renders, which can be put together into skyboxes. EasyGen creates a set of map brushes that can be directly pasted into a Radiant .map, and an alpha-blending shader file to drape over the terrain....  [Read More]
Posted in: Map Review Contest 1 : FFA WIP
 wedge2211
10-10-2004, 3:28 PM
#17
Portal sky, I'm sure. Either that or Eldritch will use one of his sick CG rendering programs. But, probably, he will do both. :)...  [Read More]
Posted in: Error when loading map
 wedge2211
10-01-2004, 8:54 PM
#11
Try this: open the EasyGen-created map, select all brushes, copy them, and then create a new map and paste them....  [Read More]
Posted in: **Mapping Contest**
 wedge2211
10-04-2004, 8:53 AM
#10
You DO know you have until December 1st?...  [Read More]
Posted in: **Mapping Contest**
 wedge2211
10-03-2004, 1:02 PM
#7
Okie-doke. We've seen that problem before...I'll shoot our webmaster a note and sign you up...and I'll take your word for it that you started yesterday. Good luck from here!...  [Read More]
Posted in: **Mapping Contest**
 wedge2211
10-03-2004, 8:51 AM
#5
Did you register on the Map-Review contest announcement thread? The contest is only for maps created between 25 September or when you register (whichever was more recent) and 1 December 2004....  [Read More]
Posted in: **Mapping Contest**
 wedge2211
09-21-2004, 4:16 PM
#1
Map-Review is hosting its first mapping competition--a Jedi Academy Free-for-All mapmaking contest! Please check www.Map-Review.com for details, and read all about it in our forums (http://www.map-review.com/forums/viewtopic.php?p=12228)!...  [Read More]
Posted in: Requesting: Siege hoth map
 wedge2211
09-18-2004, 9:45 AM
#2
Check the showcase forum, at least two people have been working on this....  [Read More]
Posted in: crusher
 wedge2211
09-21-2004, 11:29 AM
#9
Hmm...You may be able to do something with a target_give. I dunno, I never tried that before. You might consider asking the Raven devs (http://levelforge.teamhuh.com/forgelink/viewforum.php?f=5)....  [Read More]
Posted in: crusher
 wedge2211
09-19-2004, 12:38 PM
#5
That, I think, cannot be done. If you get killed by some map element, nobody gets the credit. Of course, it still counds against the dead person......  [Read More]
Posted in: Trigger who disruptify
 wedge2211
10-17-2004, 7:26 PM
#8
*doh!* My attempt to be patronizing fails completely!...  [Read More]
Posted in: Trigger who disruptify
 wedge2211
10-17-2004, 7:38 AM
#6
Originally posted by Mercenary There's no trigger that does that but you can use a func_rotating with the touch_kill spawnflag checked. Use an invisible but solid shader for the "trigger" area. Don't forget to check start_on. I don't know...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
11-07-2004, 12:11 PM
#204
Well, as to the trailer...Jerk-O-Vision "spectator" cinemtography and you love shots of walkers sitting in one spot shooting way too much. On the other hand, I liked seeing how the Raven-made AT-ST's footsteps don't sync with its motion whi...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
10-29-2004, 10:23 AM
#199
You still need to do something with the patches over the trenches. Snow doesn't do that. A smooth curve from the trench up to ground level, without the wierd bulbous thing, would look much better and more natural. Also keep in mind that the snowfiel...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
10-26-2004, 6:00 AM
#191
They'd probably look better if you just built THEM into the EasyGen terrain...but what you've got looks like a pretty good jumping-off point....  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
10-11-2004, 7:56 PM
#181
I like the look. The hangar cieling still looks a little bare (I just watched ESB, too, and I can't remember whether there was stuff on the cieling or it just faded into blackness). Also, the corridors could use a tiny bit more detail on the walls an...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
09-20-2004, 7:28 AM
#173
Originally posted by Majin Revan All I want also is that the flying space isn't low, so you don't hit the "ceiling." It should be quite high, so you can do nose dives, and fire from above!! Watch The Empire Strikes Back again, and notice...  [Read More]
Page: 15 of 51