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wedge2211

Latest Posts

Page: 25 of 51
Posted in: botroutes
 wedge2211
03-25-2004, 2:46 AM
#5
WHA-BAM! (http://www.map-review.com/index.php?page=tutorial_view&id=1) Raven's bot routing tutorial gets big plusses for technical detail and accuracy (of course), but thumbs down for readability. I fixed that about a year ago. :-P...  [Read More]
Posted in: Help with curved staircase
 wedge2211
03-23-2004, 2:54 AM
#5
No, I think lassev was referring to placing clip-textured brushes on the stairs so players don't "bounce" up them. To him, I say: HA! Behold the power of the clip-textured SIMPLE PATCH MESH!...  [Read More]
Posted in: NPC in JK2 MP
 wedge2211
03-23-2004, 3:55 AM
#3
Hee hee, swearing by the "_func," I like that. ;)...  [Read More]
Posted in: Sucky church.
 wedge2211
03-09-2004, 10:35 PM
#2
This sucks just like Return of the King does. If you didn't get the joke, I'm a huge LotR book/movie fan....  [Read More]
Posted in: Knights Of The Force TC new Screenshots
 wedge2211
03-09-2004, 3:32 AM
#12
Pffft...it's spelled "Rawr."...  [Read More]
Posted in: Attention Siege Mappers: Unused Siege Classes!
 wedge2211
03-19-2004, 8:55 PM
#8
I find it amazing how much of JA is really in very early stages of completion...really mostly unfinished. Vehicles, siege, etc......  [Read More]
Posted in: Auto-clip
 wedge2211
03-02-2004, 4:03 PM
#10
I had used it a lot in a WIP map, and I never had any problems with it...none of the side effects you mention...huh. (I did manually clip the models later, though, so don't jump on me.)...  [Read More]
Posted in: Skybox Problem
 wedge2211
02-25-2004, 4:36 PM
#2
Did you apply the sky shader to the inner surfaces of the brushes? That'd be the little picture with a name like "bespin_sky" or something that just looks like the word SKY tiled over and over. Never apply the images themselves....  [Read More]
Posted in: **OFFICIAL**: SIEGE Star Destroyer is OUT!!!
 wedge2211
02-24-2004, 7:32 PM
#41
The trailer was SO not worth it...good thing it was only something to watch while the map downloaded......  [Read More]
Posted in: WIP: Star Destroyer
 wedge2211
03-08-2004, 1:12 PM
#27
Those sound great--I'd really love to see a fully integrated vehicle/personal siege map. Is it possible to make only certain classes able to fly starfighters/shuttles? Then, you could have a "pilot" class and a "commando" class,...  [Read More]
Posted in: KOTF Mission Escape From Jabba's Palace
 wedge2211
02-19-2004, 7:24 PM
#6
Hee, hee, Jabba looks funny......  [Read More]
Posted in: Terrain
 wedge2211
02-16-2004, 5:49 PM
#7
Yay, it's been modernized! Excellent!...  [Read More]
Posted in: Terrain
 wedge2211
02-16-2004, 1:00 PM
#3
http://www.lucasforums.com/showthread.php?s=&threadid=106198&highlight=easygen I think I'm going to post that on map-review, since I keep referring people to it......  [Read More]
Posted in: WIP: Bast Castle SIEGE
 wedge2211
03-02-2004, 4:05 PM
#62
One of the older versions of Radiant (I forget whether it was Gtk or...GASP...JK2) had an entity key find/replace feature. So you could search for all ents with classname info_saga_objective and track down that sucker....  [Read More]
Posted in: WIP: Bast Castle SIEGE
 wedge2211
02-18-2004, 7:25 PM
#17
You'll have to help me out sometime, monsoon, I've got a map I want to Siegify. Gotta learn scripting in preparation for SP. :)...  [Read More]
Posted in: Light emitting texture problem
 wedge2211
02-13-2004, 1:20 PM
#3
If you DID do a LIGHT-stage compile, then check for leaks. (In Gtk, click File > Load Pointfile, filter detail brushes, patches, and ents, and follow the red line to see where your map is leaking.) Sometimes a leak causes q3map2 to error out of or...  [Read More]
Posted in: nonsolid walls
 wedge2211
02-12-2004, 3:34 PM
#4
If you put a nonsolid shader on ANY face of a brush, the ENTIRE brush will become nonsolid. However, vas_zag is right, you can get around that with a simple patch mesh. Patch meshes are only textured on one side (you can switch the texturd side by se...  [Read More]
Posted in: how do i rotate a misc_model?
 wedge2211
02-10-2004, 12:01 AM
#2
Add the key "angles" and the value "x y z" where x, y, and z are the desired rotation angles, separated by spaces. You probably want 90 0 0 or 0 90 0 or the like....  [Read More]
Posted in: backrounds/skies
 wedge2211
02-10-2004, 12:09 AM
#4
Load the skies/ texture set and locate one of the shaders marked bespin. Put that everywhere you want to see the bespin sky. It will give the appearance in game of the sky being very very far away and surrounding the entire area....  [Read More]
Posted in: GTKRadiant - How to move brushes?
 wedge2211
02-10-2004, 3:28 PM
#9
Yeah, what LJ said. "I" is "Invert Selection," and you can invert a null selection to select everything. Then you can move the whole shebang with ALT+[arrows] (with large selections this may take a long time), and yes, you can sel...  [Read More]
Posted in: Circular rooms
 wedge2211
02-09-2004, 2:07 AM
#3
To get both sides of the wall to be textured, simply use two different patches, with the matrices facing outwards, and space them apart by however thick you want your wall to be....  [Read More]
If you don't want to script it, you you have the trigger_multiple activate a func_timer that then fires the gun every x seconds....  [Read More]
Posted in: Black Map Models - Lighting?
 wedge2211
02-10-2004, 3:30 PM
#21
Huh...I remember for some reason shying away from misc_model_statics in MP maps...but I'll give it a shot. I like simple solutions, thanks!...  [Read More]
Posted in: Black Map Models - Lighting?
 wedge2211
02-09-2004, 2:04 AM
#18
So...you can fix black models by adding the -rename switch to the BSP phase? I'm a little confused....  [Read More]
Posted in: Black Map Models - Lighting?
 wedge2211
02-07-2004, 2:29 PM
#8
Hey--I've tried adding spawnflags 4 to a misc_model, and I still got a black skin. I'll have to check my version of q3map2, but I think it's up-to-date. Huh....  [Read More]
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