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wedge2211

Latest Posts

Page: 17 of 51
Posted in: shiny goodness
 wedge2211
08-16-2004, 11:02 PM
#4
Some of the game default shaders are already "shiny." You can tell by going into the shader file (SHIFT+double-click on the texture in Radiant) and looking to see if one of the stages has the line tcGen environment. For example, the shader...  [Read More]
Posted in: Lights are Super Frustrating
 wedge2211
08-16-2004, 1:54 PM
#18
*roars at GothicX and starts chucking nuclear bombs at him*...  [Read More]
Posted in: Wip: Muunilinst
 wedge2211
08-13-2004, 1:39 AM
#10
First, that is an awesome first showcase. Second, I would like to point out that this map is now featured as the Screenshot of the Week at Map-Review (www.map-review.com)....  [Read More]
Posted in: Invisible brushes from the outside.
 wedge2211
08-11-2004, 10:27 PM
#2
Give it a texture other than caulk....  [Read More]
Posted in: How to make a Misc_Model dissapear?
 wedge2211
08-10-2004, 11:09 PM
#3
Make some invisible brushes out of caulk or clip or something, (it may be useful to clip the model with these) and turn them into a func_usable. Then target the misc_model at the func_usable. Set appropriate flags on the usable, connect it to a trigg...  [Read More]
Posted in: Weirdness!!!!
 wedge2211
08-05-2004, 8:18 AM
#3
Search function! This question was answered recently!...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
08-16-2004, 1:59 PM
#85
You might want to have that walkway actually be accessible...in other words, have it go somewhere. How do people get onto it? What do they use it for? Ask yourself questions like that. The hangar bits look solid, but you need some more details on th...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 wedge2211
08-07-2004, 8:01 PM
#45
Originally posted by lauser And THIS (http://www.map-review.com/index.php?page=tutorial_view&id=29) is a way better tutorial. rgoer is one of those guys who explains things in a way that he assumes you know how most things are supposed to work....  [Read More]
Posted in: Queston on Bot Routing
 wedge2211
07-28-2004, 10:28 PM
#4
I don't think bots CAN use the "use button." They certainly can go close enough to func_buttons to trip them, though....  [Read More]
Posted in: Clippers in GTKRadiant
 wedge2211
07-27-2004, 8:36 AM
#2
The short answer is, "yes." You can't cut out a square, you have to make at least four cuts to pull a square out of the middle of a brush. After you define your clip points, CTRL+ENTER will flip which side of the clip is kept, ENTER will m...  [Read More]
Posted in: The millionth sky shader problem..
 wedge2211
07-26-2004, 6:51 PM
#9
the IMAGE desert2_up is part of a sky shader. You want to find the appropriate shader, and use that instead....  [Read More]
Posted in: Mapping Questions
 wedge2211
07-25-2004, 10:41 AM
#2
Add a trigger_hurt and give it the key and value: dmg -1...  [Read More]
Posted in: outdoor sounds
 wedge2211
07-25-2004, 10:47 AM
#3
Some pointers: You can only have one sound per target_speaker. Give each speaker a wait (or delay, I can never remember) value equal to approximately the time you want between that sound repeating, and give each a substantial random value so that the...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 wedge2211
07-25-2004, 6:14 PM
#10
All I meant about "organized" was I don't think shader files like to be in subfolders. Have ALL your shaders directly in the shaders directory. Oh, hey. Do you have _fog textures/fogs/yavin_white in your worldspawn?...  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 wedge2211
07-25-2004, 10:51 AM
#4
No, farplanedist doesn't have to be a power of 2. It just has to be larger than your fog drawdist. Also, try keeping all your shader files in the shaders directory. I don't think shaders take nicely to being organized. ;)...  [Read More]
Posted in: Elevator trigger problem
 wedge2211
07-24-2004, 8:50 AM
#2
Try making two trigger BRUSHES, but have them be part of the same trigger ENTITY. If that doesn't do what you want, you should be able to target both triggers individually at the elevator. You can always go into the ent properties and manually add t...  [Read More]
Posted in: fx stuff
 wedge2211
07-25-2004, 6:10 PM
#15
I asked Raven about this once...I wanted to use an Elite Force skybox in JA. They said it was fine so long as I noted the port in my readme. CoD isn't Raven, though, right...?...  [Read More]
Posted in: fx stuff
 wedge2211
07-25-2004, 10:45 AM
#13
You can also give them angle or angles keys. There is an effect that looks like a flamethrower, I think something like flamejet.efx. Also, Boba Fett's flamethrower has its own efx file. In reagrds to copyrights...Raven will allow you to use any ass...  [Read More]
Posted in: Help with switches and doors
 wedge2211
07-18-2004, 5:09 PM
#2
The ANGLE key goes with the FACING checkbox. If you check FACING, then the player can only press the switch (by the way: I assume you are using a trigger_multiple) when they are facing in the direction given by ANGLE. So basically, give it an angle d...  [Read More]
Posted in: botroutes
 wedge2211
07-18-2004, 5:04 PM
#6
I love being pimped :D (LK: Is that a Grim Fandango avatar...?!?!)...  [Read More]
Posted in: Stockert, Tony Stockert. *que music*
 wedge2211
07-18-2004, 5:11 PM
#7
How about this: Make a section of wall tiles in any size that works, make an ASE model out of them, and then when you load the misc_model, give it the key modelscale 0.25 or something....  [Read More]
Posted in: can't find a brush
 wedge2211
07-13-2004, 7:37 PM
#4
Either you have an "Ambient" key in your worldspawn, or you didn't run a compile that includes the light stage....  [Read More]
Posted in: Revenge of the sound problems
 wedge2211
07-15-2004, 7:34 PM
#13
Yeah, actually, I recall func_trains not being too accepting towards sounds....  [Read More]
Posted in: Revenge of the sound problems
 wedge2211
07-14-2004, 6:25 PM
#10
It's exactly the same as JO... "Sound" and "noise" are for sound files, "soundset" is for sound sets......  [Read More]
Posted in: Star Wars Redemption: A JKA Scripted Movie
 wedge2211
08-16-2004, 11:12 PM
#38
This (http://www.planetgamecam.com/) rocks FRAPS' ass....  [Read More]
Page: 17 of 51