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wedge2211

Latest Posts

Page: 23 of 51
bejeezus. (oooooh, she used my map! *big hug*) Those are REALLY good....  [Read More]
Posted in: How do you make waterfalls?
 wedge2211
04-17-2004, 11:38 PM
#2
There are some effects--Check business_eskimo's efx list for likely-sounding candidates. There are also shaders that could be used. *maybe* even models......  [Read More]
Posted in: Luke.... Mute the Force, Luke....
 wedge2211
04-17-2004, 11:35 PM
#2
You can make brushes/shaders that only show up when Force Sense is on...this was used in a lot of JA SP levels. So, why not make some solid walls out of the stuff that are opaque and surround your room? If someone uses Force Sense, they will know the...  [Read More]
Posted in: MIRRORS?????Help
 wedge2211
04-17-2004, 11:37 PM
#8
You want to cover your floor in a shader that has surfaceparm portal in its code. Then, place a misc_portal_surface entity (untargeted) within 64 units of that surface, and that should take care of it. This might eat your frame rate, though....  [Read More]
Posted in: .PRT Files
 wedge2211
04-16-2004, 1:23 PM
#5
Filter details, patches, and entities before you check for leaks....  [Read More]
Posted in: .PRT Files
 wedge2211
04-15-2004, 11:10 PM
#3
Also, if the compile goes smoothly, the .prt file will be automatically deleted, so the Portal Viewer in Radiant won't work. If you want to use that, you'll have to stick a flag on the BSP process, -saveprt I believe. But first, as Wade said, check...  [Read More]
Posted in: From the Mapping Showcase where nobody goes
 wedge2211
04-15-2004, 4:18 PM
#7
There's a shader in the vjun set that looks like metal girders....  [Read More]
Posted in: From the Mapping Showcase where nobody goes
 wedge2211
04-15-2004, 1:13 PM
#5
Which metal thingies? Some are just shaders/textures, some are md3 models. http://www.map-review.com/images/jamodels/factory/catw2.jpg...  [Read More]
Posted in: From the Mapping Showcase where nobody goes
 wedge2211
04-14-2004, 5:05 PM
#1
Gulf of Souls http://www.pcgamemods.com/acore/80/5022/b1.jpg http://www.pcgamemods.com/5022/...  [Read More]
Posted in: Gulf of Souls
 wedge2211
04-18-2004, 2:42 PM
#6
Good grief, it's you!...  [Read More]
Posted in: Gulf of Souls
 wedge2211
04-13-2004, 11:13 PM
#1
http://www.pcgamemods.com/acore/80/5022/b1.jpg http://www.pcgamemods.com/5022/ Check it out, like, it's, like, awesome....  [Read More]
Posted in: LevelSource Duel Contest 2 Maps
 wedge2211
04-13-2004, 2:12 AM
#1
Maps are starting to be submitted to the second LevelSource Duel Contest! http://www.levelsource.com/phpBB2/viewtopic.php?t=328 I highly recommend checking them out!...  [Read More]
Posted in: Oh those nasty Skyboxes!(Help,PLEASE!!??)
 wedge2211
04-15-2004, 11:07 PM
#9
http://richdiesal.jedioutcastmaps.com/tutorials/gc102lsn6.html...  [Read More]
Posted in: bon fire
 wedge2211
04-15-2004, 11:12 PM
#7
Use EffectsEd, there are some options for sizing and scaling in there....  [Read More]
Posted in: Light stage compile errors
 wedge2211
04-07-2004, 5:30 PM
#7
No dice. ydnar on SplashDamage suggested that maybe I have an invalid patch (I tried to cap a cone, or did something else that ended up with a patch as a point or line) somewhere in the map. I don't *remember* doing anything like that, and I think i...  [Read More]
Posted in: Light stage compile errors
 wedge2211
04-06-2004, 9:04 PM
#5
Okay, I tried cutting up some of my largest lightmapped surfaces into smaller pieces, with no apparent effect. I've also tried commenting out any suspicious shader codes. What do you mean by "bad models?" I've got a few ASE models I just wh...  [Read More]
Posted in: Light stage compile errors
 wedge2211
04-05-2004, 4:47 PM
#1
These have got me stuck: --- SetupSurfaceLightmaps --- WARNING: Lightmap texture coords out of range: S 123.4268 > 123 || T 0.5000 > 102 WARNING: ProjectSurfaceLightmap: Chose a 0 valued axis Later on in the compile, I see: --- IlluminateRaw...  [Read More]
Posted in: Team Corellia series
 wedge2211
04-13-2004, 7:04 PM
#3
Originally posted by Kengo An interview with Simon Williams (AKA me) about Team Corellia (animated within Jedi Academy) I'd suggest actually finishing the movies first......  [Read More]
Posted in: New anim Show Case
 wedge2211
04-16-2004, 8:43 PM
#35
You people desperately need to be less wierd....  [Read More]
Posted in: New anim Show Case
 wedge2211
04-10-2004, 5:26 PM
#24
Originally posted by keshire http://mediaservice.photoisland.com/auction/Apr/2004476115238650447658.jpg I'm sorry, but with it coiled like that hanging at his sides...that just looks dumb. It'd be better to have him holding one whole side of the co...  [Read More]
Posted in: New anim Show Case
 wedge2211
04-07-2004, 10:17 PM
#13
Ledge grabs...whip anim...I smell an Indiana Jones mod....  [Read More]
Posted in: My VERY FIRST skin! (well, reskin) Woohoo!
 wedge2211
04-12-2004, 5:54 PM
#29
Damn, she's sexy....  [Read More]
Posted in: Map tutoriel
 wedge2211
04-04-2004, 2:55 PM
#28
Originally posted by WadeV1589 From what I remember 45 degree joins are bad for BSP size and speed; I swear that's true. It's best to make brushes touch in the regular 90 degree way and caulk the face of the brush that touches the other brush. Rea...  [Read More]
Posted in: Sucky church.
 wedge2211
04-11-2004, 4:58 PM
#12
Why, it's a shrine to me, of course....  [Read More]
Posted in: max_patch_planes
 wedge2211
04-14-2004, 1:14 PM
#10
According to rgoer, you SHOULD seal off leaks (this can be your struct brush--just make a box around it in caulk and hit 'hollow,' that's okay), and you SHOULD include ONE info_player_start. If you lose detail on the patch mesh when you modelize it,...  [Read More]
Page: 23 of 51