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wedge2211

Latest Posts

Page: 22 of 51
Posted in: Could a relatively low fps be hardware?
 wedge2211
05-15-2004, 9:38 AM
#3
The short answer is "yes." What's your graphics card, and how much RAM do you have? These can easily affect performance, especially with some of the graphic settings turned way up....  [Read More]
Posted in: Fog question #5,436,823
 wedge2211
05-15-2004, 9:40 AM
#3
Really? That's cool...where'd you pick up that tidbit?...  [Read More]
Posted in: Harrier II Vehicle Model
 wedge2211
05-15-2004, 8:43 AM
#2
Hey, cool...I may have to snag some of your vehicles for a non-SW SP mod I'm starting!...  [Read More]
Posted in: newb question
 wedge2211
05-15-2004, 9:42 AM
#4
If you just want to approximate the surface of the model (some are WAY too complicated to do with brushes), you can just use system/clip. The difference between clip and physics_clip is that clip blocks only players and NPCs, while physics_clip block...  [Read More]
Posted in: Candles
 wedge2211
05-15-2004, 9:37 AM
#15
I managed to get pretty far in EffectsEd just by opening default effects, playing around and fiddling with various settings, then using the preview function. But then, that's pretty much how I learned evreything to do with JA editing 'cept Radiant it...  [Read More]
Posted in: Candles
 wedge2211
05-14-2004, 7:36 PM
#12
/\ || || You want to listen to that guy. *appoints mslaf God*...  [Read More]
Posted in: Candles
 wedge2211
05-13-2004, 9:38 AM
#2
Your best bet is a flare. Make your own flare shader based on the Raven flares (be sure to include the command deformVertexes autosprite) and use an image that looks like a little flame. Check out Eldritch's Hogwarts maps for examples....  [Read More]
Posted in: My map, Goldeneye Temple, has been released
 wedge2211
05-11-2004, 12:56 PM
#2
Box?...  [Read More]
Posted in: water that pushes you
 wedge2211
05-10-2004, 11:32 AM
#5
Yes you can, just put the target_position below the trigger! Make sure your shader has surfaceparm nonsolid....  [Read More]
Posted in: Large Outdoor Map Questions
 wedge2211
05-09-2004, 12:01 PM
#6
Hmmm, that is exactly how my understanding of those keys works (distance cull = cut drawing at distance; farplane dist = distance at which to draw "farplane"). You know, a really light bluish-white fog might be fine...it would just look li...  [Read More]
Posted in: Large Outdoor Map Questions
 wedge2211
05-08-2004, 3:04 PM
#2
_distancecull just cuts off visibility at the given limit. ie, the engine stops drawing. So anything beyond that number isn't rendered, and when the engine doesn't render stuff, you get HOM. _farplanedist is used in conjunction with _foghull <pat...  [Read More]
Posted in: 6000 seconds to compile???
 wedge2211
05-05-2004, 11:44 PM
#5
After you build your window, make a brush "plug" that exactly fits the window. Texture the inward-facing part of the brush with the sky shader. This brush will act solid, but you will see a sky drawn infinitely far away....  [Read More]
Posted in: 6000 seconds to compile???
 wedge2211
05-05-2004, 12:58 AM
#2
You are using q3map2, yes? Make sure you have the -fast switch on the LIGHT stage. Also, check your compile log for suspicious errors and warnings. As for the skies...read this (http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn6.html) over. Y...  [Read More]
Posted in: Forcing func_plat to return
 wedge2211
05-04-2004, 12:20 PM
#5
I wrote a tutorial (http://www.map-review.com/index.php?page=tutorial_view&id=4) on how to do this with Jedi Outcast. You can try that...although some people have said that they can't get it to work with func_plats in Jedi Academy, so you can try...  [Read More]
Posted in: Sand Rock Blend
 wedge2211
05-02-2004, 8:43 PM
#2
Just look through the desert texture sets for the unblended textures, and then use EasyGen (http://www.map-review.com/index.php?page=tutorial_view&id=12) to blend them!...  [Read More]
Posted in: Door Subtract for Cylinders
 wedge2211
05-03-2004, 12:49 PM
#3
CSG subtract isn't evil unless you use it against a huge conglomeration of small brushes or things like...patches. You have only a few options here, and none of them is quite satisfactory. First things first, try using Plugins > Bobztools > Sp...  [Read More]
Posted in: Compiler problem
 wedge2211
04-30-2004, 1:13 AM
#3
If you don't find your answer, post your junk.txt file (or whatever you call your compile log) up here....  [Read More]
Posted in: Spotlights (that actually look like spotlights)
 wedge2211
04-29-2004, 12:24 PM
#5
Can you clarify that mslaf? Do you mean use a fog brush in the shape of the light beam instead of a beam shader? (If I load up Fearis, will I get a kick-ass awesome example?)...  [Read More]
Posted in: JA SP: Syndicate:Initiation
 wedge2211
05-09-2004, 9:26 PM
#8
Nice shots there. I agree, it is better. Also, I just have to say something about your script...I read it over to get ready for doing those lines for you, and...it's awesome. I'm really looking forward to this level, you've got a great story behind...  [Read More]
Originally posted by Amidala from Chop Shop Isn't it obvious? He's admiring Jaden's "shaders"! :amidala: :lol:...  [Read More]
Posted in: Matrix Revolutions Siege
 wedge2211
04-29-2004, 8:21 PM
#16
Originally posted by Jorge-Fonseca i thought of it first There's no way to tell who thought of something first. Just give it a rest. He's not a "cheater" for independently coming up with the same idea you did (hey, it's a recent movie, it...  [Read More]
Posted in: Star Wars Redemption: A JKA Scripted Movie
 wedge2211
05-05-2004, 1:00 AM
#17
Some very impressive camera/scripting work there! (I actually think some bits were done better than Kengo's...*frantically looks over shoulder*). I hope you have a good, riveting, original plotline to go with it....  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 wedge2211
04-29-2004, 12:23 PM
#53
Check this: http://www.shaderlab.com/q3map2/manual/foghull_guide.htm Basically, if you use the keys _farplanedist <distance> and _foghull <path to skybox shader> instead of distancecull, then the engine will draw the skybox you specify a...  [Read More]
Posted in: Brushes and stuff get invisible...
 wedge2211
05-11-2004, 12:54 PM
#16
Erm, no. They're both triggered at the same time if you target one of them, but they don't ACT like the same entitiy....  [Read More]
Posted in: Movie Battles II demo
 wedge2211
05-10-2004, 1:55 AM
#39
Funny you should mention class limitations...this is something I think most class-based games need but lack. The reason I deleted Wolf:ET off my HD is because everyone wanted to be medics and XP-whore all the games, or they wanted to be covert ops be...  [Read More]
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