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wedge2211

Latest Posts

Page: 16 of 51
Posted in: crusher
 wedge2211
09-18-2004, 9:44 AM
#2
Use a func_door, with the CRUSHER spawnflag and a dmg key, instead of a func_bobbing....  [Read More]
Posted in: Possible mapping contest
 wedge2211
09-15-2004, 7:35 AM
#1
Just giving everyone a shout that www.Map-Review.com is considering hosting a Jedi Academy mapping contest! Please, if you'd be interested in participating in (or just seeing the results of) a mapping contest, check out the discussion on our forums (...  [Read More]
Posted in: mapping problem
 wedge2211
09-14-2004, 3:56 PM
#5
:) If ever you can't see some class of objects, check the View > Filter menu....  [Read More]
Posted in: please help! Map error i cant get around
 wedge2211
09-12-2004, 9:03 AM
#4
Your computer has run out of memory for the lighting compile. Use the -lomem complie option in the LIGHT stage...or buy more RAM. :)...  [Read More]
Posted in: Stationary Rotation?
 wedge2211
09-11-2004, 6:38 PM
#2
If there is not a brush covered in the system/ORIGIN shader as PART of the func_rotate, it will rotate about the MAP ZERO, ie, the point where you see a little XYZ drawn in the 2D view: (0, 0, 0). Make a brush covered in system/origin, place it at th...  [Read More]
Posted in: Rich Diesal
 wedge2211
09-13-2004, 6:59 AM
#6
Usually written Ph.D. Anyways......  [Read More]
Posted in: locking off a door
 wedge2211
09-08-2004, 1:47 PM
#9
Area portals might be flooey with one-use doors. Did you texture the portal brush with common/skip except for one system/areaportal face?...  [Read More]
Posted in: locking off a door
 wedge2211
09-08-2004, 7:46 AM
#7
Give your door the START_OPEN spawnflag, and give it the key/value wait -1. Then target the destructable at the door. Voila....  [Read More]
Posted in: Mod: Warzone
 wedge2211
09-16-2004, 7:38 PM
#22
Oh good. Seeing constructive criticism recieved well always makes me happy. :)...  [Read More]
Posted in: Mod: Warzone
 wedge2211
09-09-2004, 9:16 AM
#13
You've made a couple early-beginner mistakes that, if rectified, could turn this into a quality map. 1) Large, boxy architecture. Make smaller rooms in general han those in, say, the first shot, with the exception of large hangars/cargo bays. And wh...  [Read More]
Posted in: Inverting models???
 wedge2211
09-06-2004, 5:37 PM
#5
Originally posted by *Dark off the top of my head have you tried to reflect them allong an axis? Never reflect or rotate a misc_model, it breaks them....  [Read More]
Posted in: Smoke/Fog trouble.
 wedge2211
09-02-2004, 8:12 PM
#5
OK...yeah, you might want a layer of fog hugging the ground. Can you explain why it didn't work before? A single brush covered in a fog shader should do the trick. (You can always try a different fog shader if the one you're using borks.)...  [Read More]
Posted in: Smoke/Fog trouble.
 wedge2211
09-02-2004, 6:42 AM
#2
Your best bet is to look through the env/ folder of effects...Here's a complete list (http://www.map-review.com/index.php?page=ref_view&id=2). Useful ones might be impact_dust.efx, tgas_4emit.efx, thruster_spray.efx, waterfall_mist.efx, or water_...  [Read More]
Posted in: Project Victor
 wedge2211
08-29-2004, 4:35 PM
#3
You have been playing far too much Myst lately. :) Looks great, keep it up! If you don't get a full mansion done, I'd like to see a couple of rooms expanding this futuristic-tech/Victorian theme a little...right now it's just a blue thingy hanging f...  [Read More]
Posted in: Mapping Issues
 wedge2211
08-26-2004, 7:53 PM
#5
Please don't mind mslaf, he has a tendency to make things WAY more complicated than they need to be. A .pk3 is NOT for overriding game files, it's merely a way of compressing game content, specific to the Q3A engine. It's an efficient way of packagi...  [Read More]
Posted in: Rock wall
 wedge2211
08-24-2004, 5:20 PM
#6
Depends on the shadeangle you use....  [Read More]
Posted in: One switch, multiple lights?
 wedge2211
08-19-2004, 1:13 AM
#2
Yeah, target the switch at more than one light....  [Read More]
Posted in: Now for something alittle different...
 wedge2211
09-08-2004, 1:51 PM
#26
Ooh ooh ooh, do they all bob out of phase with each other?...  [Read More]
Posted in: Now for something alittle different...
 wedge2211
09-08-2004, 7:50 AM
#24
Those walls are way too blank...I expect some crazy fine-tooling of the architecture! Maybe some rounded columns and arches, or more floating blocks? And I still say that you should cut the arches out of this shot: http://nrgteam.telefragged.com/st...  [Read More]
Posted in: Now for something alittle different...
 wedge2211
09-04-2004, 1:37 PM
#19
Hmm...I'd like to see the cyan light thingies spread around more uniformly. Right now they're concentrated in one place...maybe reduce the density of them and add more in other places....  [Read More]
Posted in: Now for something alittle different...
 wedge2211
08-30-2004, 7:47 AM
#13
Groovy. Man, oh man, I wish my computer would draw the stupid $*@# dynamic glow!...  [Read More]
Posted in: Now for something alittle different...
 wedge2211
08-23-2004, 8:04 PM
#4
It looks kinda like a playground. :) I assume that when the surrounding architecture is done it'll have a better context. The interface between the upturning bevels and the horizontal pieces in the center of the 2nd-to-last shot looks kinda funky......  [Read More]
Posted in: Wip: Muunilinst
 wedge2211
09-06-2004, 9:13 AM
#36
Bah. This (http://wso.williams.edu/~jshoer/wip.htm) takes me 2+ hours to compile. Mostly cause I have to use -lomem or it will eat my computer....  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
08-20-2004, 12:15 PM
#112
He means cutting the floor up into triangles and then using the vertex tool (V) to move their edges around and make the floor lumpy....  [Read More]
Posted in: The Rising Empire: Chapter 1, Part 1 (Almost done)
 wedge2211
08-23-2004, 1:57 PM
#10
Woo! Not sure I understand the unrealistic anime-sword in Star Wars, though......  [Read More]
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