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wedge2211

Latest Posts

Page: 24 of 51
Posted in: crushing pillars
 wedge2211
04-03-2004, 3:57 PM
#10
I suggest psychoactive drugs....  [Read More]
Posted in: No time for timers!
 wedge2211
03-31-2004, 10:50 PM
#2
Try hitting the TOGGLE flag on the func_door, that should make the door respond only to the switch, not to the automatic return (which you can alter by changing the wait value on the door). The "forcefield" effect would be done as follows:...  [Read More]
Posted in: New anim Show Case
 wedge2211
03-31-2004, 10:52 PM
#8
Ledge hanging and sniper prone positions? Awesome! Though, for the ledge-grabs, wouldn't tat require a lot more coding to implement?...  [Read More]
Posted in: Texturing models
 wedge2211
03-29-2004, 8:39 PM
#3
Try going to Textures > Flush/Reload Shaders. Or, try changing your options for entity drawing. There's a button on the toolbar that will say "Draw Entities As..." or something like that when you hover your cursor over it, click this an...  [Read More]
Posted in: models and such please help
 wedge2211
03-31-2004, 6:47 PM
#7
Originally posted by vash_a_2004 How do you patch up leaks ??? Make sure that structural brushes separate your map from the void everywhere. Filter out entities, detail brushes, and patches (press CTRL+D, CTRL+P, and ALT+2), and make sure you can'...  [Read More]
Posted in: My VERY FIRST skin! (well, reskin) Woohoo!
 wedge2211
03-31-2004, 10:56 PM
#10
You seem to like putting the characters in bikinis...not so sure I like that in conjunction with the elderly-looking woman you've done there. :P Kick the gray hair. You have done an incredible job with the face...compared to yours, the default one l...  [Read More]
Posted in: Scaling sounds on fx_runners
 wedge2211
03-28-2004, 10:33 PM
#4
Maybe volrange 0 0 or radius 0?...  [Read More]
Posted in: 2 questions plz answer
 wedge2211
03-29-2004, 5:08 PM
#15
DAMN! There goes all my super power! ...No, I don't have that written up on the web. Hmm, that's an idea, though. The Nibs tutorial pretty much explains everything, I should really just remember that particular link....  [Read More]
Posted in: 2 questions plz answer
 wedge2211
03-29-2004, 1:46 PM
#13
Muffy....  [Read More]
Posted in: 2 questions plz answer
 wedge2211
03-28-2004, 10:35 PM
#8
Originally posted by wedge2211 Read up on the VIS process and Q3 visibility to get more info on this...there's a really good site but I can't find it since the search function seems to not like loading right now. I'll get back to you with that. Fo...  [Read More]
Posted in: 2 questions plz answer
 wedge2211
03-28-2004, 7:32 PM
#4
Originally posted by LordP make sure you make all brushes that aren't touching the outside of the map into DETAIL brushes. To do this, select a brush in GTK radiant, right click and hit make detail. All brushes touching the outside of your map shoul...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 wedge2211
04-03-2004, 7:15 PM
#36
Oh yeah, that's pretty easy, same principle as a scripted elevator, it just moves horizontally (or some combination of horizontal and vertical). You could EVEN just make the Falcon a big func_door and trigger it when it leaves, but that's not as fun...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 wedge2211
04-01-2004, 5:55 PM
#28
Originally posted by ahnil8tor03 :eek: its uber dude, why must you dis his awsome work? Cazor wasn't "dissing" anything. He just said that the map is nothing special to look at now, it's a bit bland. It's not an insult, it's called const...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 wedge2211
03-31-2004, 1:30 AM
#17
Wade: I was just describing a neat trick for the sake of describing a neat trick. Sometimes I get carried away. :P...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 wedge2211
03-29-2004, 8:36 PM
#12
Neat trick: you can make a skybox show through fog as if nothing was in the way by inserting the nofog keyword into the sky shader file right after the surfaceparm statements! This has more applications than you would think--the authors of Wolfenste...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 wedge2211
03-29-2004, 1:19 AM
#7
I think the only way to do that is to have separate fog brushes for the outside areas, instead of a worldspawn gloabal fog. There *might* be some sort of fog control embedded in the weather system, though......  [Read More]
Posted in: Shader pictures
 wedge2211
03-28-2004, 2:28 AM
#3
There's been suggestions of doing an index like that over at the Map-Review forums. Poke Tito and business_eskimo enough and they might do it. (They put together the awesome md3 model index with thumbnails that we host on MR.) But until then, your be...  [Read More]
Posted in: How do you make this shape!?
 wedge2211
03-27-2004, 3:51 PM
#3
What he said...but this *particular* cap looks like it's been rotated about 30 degrees. Dunno why. Just use a normal cylinder cap as described above. (Quick note--you have to make the cylinder to get the cap, and you'll get two caps, one on each end...  [Read More]
Posted in: Func_breakables
 wedge2211
03-27-2004, 2:34 AM
#2
You can attach a misc_model to any sort of func_ entity (func_train, _door, _plat, _rotating, _usable, _breakable, _glass, etc) by placing the model in relation to the func_ and then targeting the model at the entity (select misc_model, select func_...  [Read More]
Posted in: cliffs
 wedge2211
03-27-2004, 2:27 AM
#10
Originally posted by *Dark the best way that i have found (is also easier and creates better resaults) is to make a load of brushes sat 256*256*256 in a line, possable having several stacks of them then just vertex edit them in random directions....  [Read More]
Posted in: cliffs
 wedge2211
03-26-2004, 3:02 PM
#6
You can try GenSurf, I'm guessing that's what you mean by the "bobztools plugin" (the two are unrelated). But I would REALLY suggest checking this out: http://www.map-review.com/index.php?page=tutorial_view&id=12 Another thing you can...  [Read More]
Posted in: sky textures (and shaders)
 wedge2211
03-25-2004, 11:51 PM
#2
You can just look in assets0.pk3 or assets1.pk3 and pull the images/shaders out of there....  [Read More]
Posted in: Jet Streams
 wedge2211
03-27-2004, 3:55 PM
#9
You may wanna read this (http://richdiesal.jedioutcastmaps.com/tutorials/en220lsn2.html) if you're confused about the terms "fx_runner" and "fxFile." Basically, if you create an entity fx_runner and give it the key/value fxFile /...  [Read More]
Posted in: Map tutoriel
 wedge2211
04-03-2004, 3:55 PM
#24
It's not just compile time...it's game engine issues. If you have textures being drawn offscreen (because they are on a brush that extends into the next one), that will suck up resources. Also, you'll get sparklies--a nasty visual effect that makes m...  [Read More]
Posted in: Big Mapping problem!
 wedge2211
04-01-2004, 5:36 PM
#9
-lomem is fine if your map is impossible to clean up, or has a lot of patches or something (I needed it for Tal Erulanei due to the really strange things I had to do with struct brushes and patches). But any map that takes 4 hours to compile is...um....  [Read More]
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