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wedge2211

Latest Posts

Page: 19 of 51
Posted in: Arcade Cabinet model
 wedge2211
06-13-2004, 5:18 PM
#4
Make one out of brushes, and make it into an ASE model (http://wikibooks.org/wiki/Q3Map2#Creating_an_.ase_model_out_of_brushwork)....  [Read More]
Posted in: EFX files
 wedge2211
06-14-2004, 2:02 PM
#5
Try using a delay equal exactly to the duration of the effect....  [Read More]
Posted in: EFX files
 wedge2211
06-13-2004, 5:13 PM
#2
Have you tried "delay 0" or "wait 0" within Radiant? Also, try entering "random 0"...sometimes these things have a default nonzero randomness factor that gets added to the delay, so if you have delay 0 and random 10, sa...  [Read More]
Posted in: Shaders
 wedge2211
06-13-2004, 5:20 PM
#5
There arent any. That's because "shaders" is an incredibly expansive topic. Your best approach is to ask a question more specifically related to what you want your shader to do. From there, try finding a similar shader from the JA assets an...  [Read More]
Posted in: Can See other rooms through Skyboxes
 wedge2211
06-14-2004, 2:00 PM
#5
Keep in mind that a skybox is drawn behind everything in a map, regardless of the position of the actual sky-shader brush....  [Read More]
Posted in: Traffic?
 wedge2211
06-11-2004, 11:53 PM
#2
I would suggest experimenting with func_trains and scripted func_statics. Just set the CRUSHER or IMPACT spawnflags on them and give them a damage or dmg key. Check the entity descriptions to see which goes with which......  [Read More]
Posted in: Free Rotation !
 wedge2211
06-11-2004, 11:51 PM
#3
Free rotation can be a very fickle friend...I have found that it only works reliably on single brushes, preferably square ones, which makes it handy for crates but not much else. There's a complication of the free-rotate tool even then. I will put fo...  [Read More]
Posted in: Trying Not to be Discouraged...
 wedge2211
06-13-2004, 5:09 PM
#14
<3 rgoer you can do a lot by experimenting with scratch-maps and just trying things out, too...as GothiX just kinda mentioned...  [Read More]
Posted in: Trying Not to be Discouraged...
 wedge2211
06-11-2004, 12:48 PM
#9
Originally posted by Jedi_Vogel I must stop looking at the maps that are reviewed... I see maps, I think "woah..." and then I see Wedge or GothiX, for very good reasons, giving maps 5 or 6 out of 10...baaaaah. As I learn more I progress,...  [Read More]
Posted in: Brush Help I am a noob to mapping
 wedge2211
06-13-2004, 5:15 PM
#5
Do you have any nonsolid shaders on any surface of the brush? These would be things like nodraw, caulk_nonsolid, water, or anything ending in _noclip. Some of the metal shaders actually have _noclip, and make brushes they're put onto nonsolid!...  [Read More]
Posted in: ghost models
 wedge2211
06-11-2004, 3:59 PM
#9
Huh? Now that *is* a bug with autoclipping, then. The problem with using autoclip on trees is that even where the model is transparent, it still draws a clip brush, so you may have solid bits a good way away from the rest of the model....  [Read More]
Posted in: ghost models
 wedge2211
06-10-2004, 9:45 PM
#5
Well, erm, not to contradict Wade, but I've never personally seen any of the adverse autoclipping effects. Still, I'm using that technique less and less... The trees have lots of little skinny pieces in close proximity, so no, you shouldn't autoclip...  [Read More]
Posted in: ghost models
 wedge2211
06-10-2004, 7:43 PM
#2
You have two options: #1: http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn5.html #2: key/value: spawnflags 2 (use this only on very simple or very large models)...  [Read More]
Posted in: Scripting Tutorial
 wedge2211
06-10-2004, 7:40 PM
#2
Try a forum search for "Kengo scripting tutorial"...  [Read More]
Posted in: Combining maps
 wedge2211
06-09-2004, 1:30 PM
#3
Two other options for you: Insert Prefab and...drum roll please...Edit > Paste....  [Read More]
Posted in: SP character select screen.
 wedge2211
06-09-2004, 8:37 AM
#3
Shadriss will know...he just had to force the player to a specific model for his new release, Deception (http://www.pcgamemods.com/5608/)....  [Read More]
Posted in: Hmm
 wedge2211
06-09-2004, 4:19 PM
#10
/\ | That was from the entity description...which you can access inside the entity window, for any entity....  [Read More]
Posted in: Sky from Halo?
 wedge2211
06-14-2004, 11:17 AM
#7
Just cuild it the same way you build any part of a map. Probably what you want to do is make a huge cylinder or endcap, invert the matrix, and then maybe bend the edges around a bit to give the impression of depth. Experiment a little. Anything you...  [Read More]
Posted in: Sky from Halo?
 wedge2211
06-09-2004, 8:33 AM
#5
That's where editing the skybox images comes in--one quick-and-dirty way to do it is to copy the default "Stars" skybox, and add a blue-to-transparent gradient on top of the left, right, front, and back images in PhotoShop. The more involve...  [Read More]
Posted in: Yavin Water
 wedge2211
06-08-2004, 10:27 PM
#10
Haha. Hahaha. rgoer writing a buggy shader, now that would be funny. He may have written the particular shader you're using for an application other than standing water--maybe one of the fountains? Try using the water shader he had in the pool. And...  [Read More]
Posted in: electric effects? how do i make them?
 wedge2211
06-09-2004, 4:21 PM
#23
You could use the program EffectsEd that came with the JA SDK to directly edit the tripmine laser and make it a different color. I've never done that though, so I'm not precisely sure how. Just poke around in EffectsEd....  [Read More]
Posted in: Question #2 ;)
 wedge2211
06-10-2004, 1:05 PM
#22
By "in the func_door," I meant "as part of the func_door." The great thing about putting a nodraw brush there is that it's invisible and nonsolid, but lets you save effort on figuring out complicated lip values. Or, on the other h...  [Read More]
Posted in: Question #2 ;)
 wedge2211
06-10-2004, 9:29 AM
#20
Naw, lips are fairly simple. A func_door has a default lip value of, I believe, 32...a lip of 0 means that the door moves exactly its own length when triggered. So just enter a lip value exactly as you would the height on a func_plat, and keep in min...  [Read More]
Posted in: Question #2 ;)
 wedge2211
06-09-2004, 8:35 AM
#15
Yep, exactly. Changes it's direction of operation!...  [Read More]
Posted in: 3 Couestion
 wedge2211
06-10-2004, 9:31 AM
#12
Originally posted by wedge2211 Check the entity description on a trigger_multiple and func_button. Since you didn't get it the first two times...I think you're looking for a "health" key....  [Read More]
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