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wedge2211

Latest Posts

Page: 18 of 51
Posted in: A corridor lol
 wedge2211
07-13-2004, 7:35 PM
#3
It could use some vertical beams or pipes to break up the long space....  [Read More]
Posted in: My new Map - "noname"
 wedge2211
07-12-2004, 7:52 PM
#2
It looks like a good solid start, but its kinda lackluster. On a basic mapping level, there's not enough detail towards the edges of the room--try roughing up the walls a little, at the very least use the clipper to cut out some of the stone blocks a...  [Read More]
Posted in: Revenge of the sound problems
 wedge2211
07-13-2004, 7:33 PM
#8
Yeah, "soundset" is not for a specific sound file. "soundset" refers to one of the sets in sounds/sound.txt, such as impdoor1, rainy, etc. Individual sound files go with the "noise" and "sound" keys....  [Read More]
Posted in: Music problems...
 wedge2211
07-12-2004, 7:45 PM
#8
Originally posted by Nalukai and im not sure about the sound key and values what is the maximum value for sound or at least a good medium to about half full volume??? Just FYI, you can't change the volume of a target_speaker with any key. You just...  [Read More]
Posted in: Music problems...
 wedge2211
07-11-2004, 10:09 AM
#3
For a target_speaker, you want to set the NOISE key equal to the sound file, and have no music key. But usually, target_speakers are just used for sound clips. Global game music should be set by setting the MUSIC key on the worldspawn....  [Read More]
Posted in: Grass and Shaders
 wedge2211
07-10-2004, 12:45 AM
#3
Get rid of surfaceparm nodraw. This section: Originally posted by Arkon11 { map textures/f0x0r/ss_grassjapan surfaceSprites vertical 5 20 25 2000 ssVariance 1 ssWind 0.0 alphaFunc GE192 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGe...  [Read More]
Posted in: JA SP: Greyscale Six
 wedge2211
07-08-2004, 7:28 PM
#6
Isn't it Black Sun, not Yellow Sun on Black? :) Nice goodies you've whipped up there....  [Read More]
Posted in: My Original Idea!!
 wedge2211
07-08-2004, 7:24 PM
#12
Who needs a tutorial to learn how to press Ctrl+K?...  [Read More]
Posted in: Selecting the whole map.
 wedge2211
07-02-2004, 9:09 PM
#2
First of all, NEVER make the whole map detail brushes--you need to seal off your map from the void! However, if your canyon is a terrain or a large number of brushes in general, making it detail (inside a structural hull) is a very good idea. There...  [Read More]
Posted in: Shaders for Idiots
 wedge2211
06-30-2004, 5:51 PM
#6
I live by finding shaders that do things similar to what I want to do and cannibalizing them....  [Read More]
Posted in: Clipping a Cylinder?
 wedge2211
06-27-2004, 12:17 AM
#3
Absolutely! Just edit the vertices and change them from this + + + | | | | + + + | | | | + + + To something like this: + | + | + + + + | | | | + + + In one of the side views....  [Read More]
Posted in: fx file
 wedge2211
06-24-2004, 11:49 PM
#2
Check the Map-Review.com editing forum. Or, open up assets1.pk3 and browse to the effects directory. :)...  [Read More]
Posted in: "fog"
 wedge2211
06-22-2004, 5:27 PM
#5
tcMod scroll <xspeed> <yspeed>...  [Read More]
Posted in: Distortion problem
 wedge2211
06-19-2004, 12:08 PM
#4
Terrains should be detail. This looks like a VIS issue...I'd try checking for leaks first off....  [Read More]
Posted in: Selecting large areas
 wedge2211
06-18-2004, 8:39 AM
#4
Another option--hold ALT and click-drag a box to select everything inside that box. The disadvantage compared to "select inside" is that you don't have 3D control....  [Read More]
Posted in: Func_train for MD3's
 wedge2211
06-16-2004, 5:05 PM
#2
Place the model in the position you want with respect to the train, and target the misc_model at the func_train. This works with any kind of func_....  [Read More]
Posted in: WIP: Blood Gulch
 wedge2211
06-15-2004, 9:50 PM
#5
Ah, the classic HALO map. It looks like pretty much nothing right now. Be sure to try EasyGen for the texturing and for all the hills in the middle of the map!...  [Read More]
Posted in: A few problems
 wedge2211
06-14-2004, 11:36 PM
#2
func_usables do something different than you think. They are essentially bits of map geometry that sit there until triggered, at which point they disappear from the map until triggered again. They're not "pressable" buttons for players to u...  [Read More]
Posted in: Arcade Cabinet model
 wedge2211
06-16-2004, 5:00 PM
#11
A "batch file" isn't a necessary part of the process. It just says "compile with ..." and you get to choose your OWN favorite compile method! Incidentally, I do have a batch, but it is oft-modified...and I don't touch the Gtk comp...  [Read More]
Posted in: Arcade Cabinet model
 wedge2211
06-15-2004, 10:46 PM
#7
mslaf's is in a hard to read format and includes all that TOTALLY UNNECESSARY stuff on editing the .ase file in Notepad. I don't understand why allt he complication over this...you jsut build your model out of whatever you want in Radiant, put it in...  [Read More]
Posted in: Door
 wedge2211
06-14-2004, 2:04 PM
#3
I don't think that's possible. In SP, you can certainly make doors that respond only to the player or to certain NPCs......  [Read More]
Posted in: EFX files
 wedge2211
06-15-2004, 10:35 PM
#9
It should be the time between effect firings....  [Read More]
Posted in: Trying Not to be Discouraged...
 wedge2211
06-16-2004, 5:08 PM
#34
Sometimes a useful exercise is to look at a real object or building and think about how to build it with brushes. Just to get a sense of how to build "real"-looking things in Radiant....  [Read More]
Posted in: Trying Not to be Discouraged...
 wedge2211
06-15-2004, 10:40 PM
#26
KOTORMJAY applied to Raven? With that piece of crap flight school in his portfolio? :rolleyes: Vogel, glad to help! I hate to see new mappers feel turned away by thte community or discouraged in any way. Constructive criticism can be hard to take, b...  [Read More]
Posted in: The DeathStar
 wedge2211
06-14-2004, 3:32 PM
#29
I like how some areas are "recognizable," but they are pretty sparse right now. Especially the floors and cielings. Just a couple brushes to add some depth to the textures would be a huge improvement....  [Read More]
Page: 18 of 51