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wedge2211

Latest Posts

Page: 27 of 51
Posted in: Battle Of Endor Siege WIP
 wedge2211
01-22-2004, 3:59 PM
#8
Yeah...needs less cartoony trees, make the fog a dark greenish-brown, and make a good EasyGen terrain....... :)...  [Read More]
Posted in: q3map2 crashes in BSP phase
 wedge2211
01-19-2004, 6:07 PM
#3
Went there, and figured it out. I checked my misc_models, and found a couple giving errors like "WARNING: Activate shader failed for \\ravendata1\jedi\Game\base\models\map_objects\bou nty\light.tga" in the GtkRadiant message box. I removed...  [Read More]
Posted in: q3map2 crashes in BSP phase
 wedge2211
01-19-2004, 5:26 AM
#1
I've been mapping along just fine, and suddenly I go to do a test compile (through the GtkRadiant BSP menu) and I get a "buffer overrun error." Oh, I say to myself, why don't I just take advantage of this to move to the newest q3map2 and q3...  [Read More]
Posted in: light flares
 wedge2211
01-21-2004, 11:18 PM
#5
Just FYI, editors....I've figured it out: If you add the key/value _flare 1 to a point light entity, you get a small "generic" flare generated at the location of the point light. If you add the key/value _flareshader textures/flares/flare...  [Read More]
Posted in: light flares
 wedge2211
01-18-2004, 11:08 PM
#3
I think it's t1_fatal, it's the one where you have to disarm a number of bombs planted by Imperials at a power station. Most of the JA flare shaders don't seem to actually have the command deformvertexes autosprite, which confuses me greatly!...  [Read More]
Posted in: light flares
 wedge2211
01-18-2004, 5:05 PM
#1
What effects exactly can be achieved by using the _flare key in a light entity? So far I've just been able to get one type of flare to appear by putting an integer in for the key value. Can I also put the path to a flare shader? I'm looking to achie...  [Read More]
Do you have any snapshot files (mapname.map.0 to mapname.map.9, etc) or .bsp files you can reverse-compile?...  [Read More]
Posted in: Botrouting help
 wedge2211
01-08-2004, 4:29 PM
#6
Originally posted by Teancum Okay, but I still am curious on how to do a few things regarding CTF. If I start from the red base, make a path to the blue and back, and assuming I've made branches from spawnpoints to the main route for both teams, how...  [Read More]
Posted in: Botrouting help
 wedge2211
01-07-2004, 3:59 PM
#2
You can't make bots have different routes, the best you can do for a CTF map is make a single route that weaves back and forth between the two sides, with camping spots at defensive points so that bots with camping properties will stay behind to guar...  [Read More]
Posted in: Seige Map Tutorials
 wedge2211
01-14-2004, 8:04 PM
#3
http://levelforge.teamhuh.com/forgelink/viewtopic.php?t=95...  [Read More]
Posted in: Sounds?
 wedge2211
01-06-2004, 12:55 AM
#3
1- Check the extension: .wav or .mp3? 2- I'm not sure whether you use forward or reverse slashes in the key ( / or \ ). 3- Try putting a target_speaker near the flame with that sounds file as the value of its noise key, rather than in the soudset of...  [Read More]
Posted in: Death Star Trench Run Siege
 wedge2211
01-05-2004, 10:18 PM
#2
Boo to all-vehicle maps. <Dusts off X-Wing Alliance box and buys Rogue Squadron> My personal opinion, though....  [Read More]
Posted in: new custom CTF map
 wedge2211
01-05-2004, 12:55 PM
#12
Bots don't always follow the same path. Sure, if you spawn ONE bot only in a map and spectate following them, they'll go through the route from start to finish. But with other players in the map, they'll deviate to investigate interesting things, pic...  [Read More]
Posted in: new custom CTF map
 wedge2211
01-05-2004, 1:23 AM
#7
Looks sexy. Nice natural-seeming terrain. Two big toes up for this map....  [Read More]
Posted in: Sky light
 wedge2211
01-03-2004, 3:23 PM
#2
Look for any of the following lines in the shader code: q3map_surfacelight <amount> q3map_skylight <amount> <iterations> q3map_sun <R> <G> <B> <amount> <heading> <elevation> Change the <amoun...  [Read More]
Posted in: Auto-Caulking
 wedge2211
01-03-2004, 3:20 PM
#3
I think this is a q3map2 function rather than a Radiant function, and it only works on structural brushes....  [Read More]
Posted in: JO Helms Deep
 wedge2211
01-03-2004, 3:37 PM
#3
Not much to see, yet...but I'm just gonna say what I've said about every Helm's Deep map so far... From my review of Darth.Hunter's Helm's Deep at Map-Review.com Okay…all mappers, let’s face it: Helm’s Deep is just plain NOT a good location to...  [Read More]
Posted in: Some of my other work!
 wedge2211
12-31-2003, 9:56 PM
#12
Wow...yeah, what did I do? I just gave you a suggestion, and then clarified the suggestion when you misinterpreted it. No wonder you can't ever recieve or produce constructive criticism......  [Read More]
Posted in: Team Corellia
 wedge2211
01-16-2004, 7:32 PM
#98
Hehe, I'm looking forward to contributing to other voice parts in future installments (I also have GoldWave, so I can do stormies, robots, etc...)...  [Read More]
Posted in: Team Corellia
 wedge2211
01-16-2004, 3:48 PM
#91
Um....okay, so we started it by you evading a ban?...  [Read More]
Posted in: Team Corellia
 wedge2211
01-16-2004, 3:41 PM
#89
Y'know...we're not messing with you, it's always you instigating things. If you would stop hijacking Kengo's threads and threatening us with "reigning hell on us" and "having you for an enemy" and such, we wouldn't try to defend o...  [Read More]
Posted in: Team Corellia
 wedge2211
01-03-2004, 3:30 PM
#53
Originally posted by Kengo For example, how about actual fight scenes the player can control occuring at certain points. For example a load of Dark Jedi could ambush the team and control then goes to the player as Jaden who gets to fight these enemi...  [Read More]
Posted in: Team Corellia
 wedge2211
01-02-2004, 10:59 PM
#49
Can't you just make a few NPCs with appropriate team settings and health values, and then let them go at each other with a few defined waypoints, and then cut camera angles as the battle progresses? I think something similar was done for the Luke/Des...  [Read More]
Posted in: Team Corellia
 wedge2211
01-01-2004, 9:38 PM
#45
Like the opening spaceship flyby in Space Balls? :cool:...  [Read More]
Posted in: Team Corellia
 wedge2211
01-01-2004, 12:09 AM
#35
It's under control....  [Read More]
Page: 27 of 51