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wedge2211

Latest Posts

Page: 33 of 51
Posted in: Project Lighthouse (SP)
 wedge2211
08-23-2003, 1:33 AM
#138
I did it without the walkthrough...so did all the other testers. There's a pattern to the code, you just have to figure it out. (and DONT post the answer here, or use the spoiler tag, leave it for others to figure out.)...  [Read More]
Posted in: Project Lighthouse (SP)
 wedge2211
08-20-2003, 2:03 AM
#129
And man, what a bang......  [Read More]
Posted in: Project Lighthouse (SP)
 wedge2211
08-15-2003, 12:55 PM
#123
Oh, okay, whoops. I'll just edit that stuff out before anybody sees it... ;)...  [Read More]
Posted in: Project Lighthouse (SP)
 wedge2211
08-15-2003, 11:59 AM
#121
I got up to midway through Lighthouse_2 last night. Very good job overall, lassev. My comments thus far: <snip> I'll be away this weekend, but I'll probably have more comments for you early next week....  [Read More]
Posted in: Project Lighthouse (SP)
 wedge2211
08-13-2003, 4:31 PM
#117
Hey man, I'd be happy to take a look at it for you...but I really don't think you should sweat it that much. If there's a good brain teaser in there, it'll make for a nice change of pace, and if the plot is a good one, it'll keep players hooked and p...  [Read More]
Posted in: Project Lighthouse (SP)
 wedge2211
08-13-2003, 2:50 AM
#110
Originally posted by clu I don't want to over-hype this, but I have to say that after playing this campaign all the way through, it is one of the most polished and fun JO levels I have played. It seems like it was developed by Raven, but it actually...  [Read More]
Posted in: Project Lighthouse (SP)
 wedge2211
08-06-2003, 12:30 PM
#98
Could you generate the same effect as a misc_model_breakable by making an invisible func_breakable and targeting a misc_model to it? Since you can target misc_models at func_rotatings, _trains, _doors, _plats, etc, to make the model "part"...  [Read More]
Posted in: Occupation: Ground Assault
 wedge2211
08-21-2003, 1:57 AM
#190
Naw, it's good. http://www.pcgamemods.com/2070/...  [Read More]
Posted in: Kalima Base (SP)
 wedge2211
08-13-2003, 2:44 AM
#25
That really looks like something out of EF2. Very industrial and highly detailed. I'm sorry, but I will now be forced to kill you....  [Read More]
Posted in: For honor and glory...
 wedge2211
08-13-2003, 2:26 AM
#13
Yup. I did indeed. (I took a base marble texture and used it as a background in photoshop. Then I created a series of gradiated [is that a word?] lines that look like inverted half-cylinders cut into the surface, as a second layer, with the space be...  [Read More]
Posted in: For honor and glory...
 wedge2211
08-05-2003, 12:38 AM
#5
Thanks guys. Eldritch-- Agreed about the long hallway. I took out every other support column, so it seems much more spacious now, and you can actually SEE the doorways leading off the sides. Much better....  [Read More]
Posted in: For honor and glory...
 wedge2211
08-04-2003, 1:12 PM
#1
...or maybe just for the NRG FFA pack. Inspired by an image on digitalblasphemy (http://www.digitalblasphemy.com/dbgallery/1/seeressdome800.shtml). http://nrgteam.telefragged.com/staff/wedge/shot0045.jpg http://nrgteam.telefragged.com/staff/wedge/s...  [Read More]
Posted in: Twisted 2.0?
 wedge2211
08-21-2003, 2:07 AM
#34
NOT techno. Whatever you do. :)...  [Read More]
Posted in: Twisted 2.0?
 wedge2211
08-17-2003, 11:40 PM
#30
I dunno...I thought the space one went really well with this map...although maybe one of the nebula ones would have been better. Or check out cardigan's Q3A skies (forgot link, someone will know it). That is a good 'box, I just think thet stars fit...  [Read More]
Posted in: Twisted 2.0?
 wedge2211
08-03-2003, 11:39 AM
#19
Now this is looking cool, LK. Even the layout is "twisted." This looks like a cool place for some saber duels, gun battles might be tough since there's not too much cover. And you can see the whole map from anywhere...hmmm. Out of curiosity...  [Read More]
Posted in: Twisted 2.0?
 wedge2211
08-02-2003, 2:16 AM
#8
Originally posted by Lil Killa @ Wedge the map is really acually bigger than it looks. I will try to add more but I'm trying to watch my fps. This map is 90% patches and I'm having a bitof truble keeping the fps at 70 It looks just like that one pla...  [Read More]
Posted in: Twisted 2.0?
 wedge2211
08-01-2003, 12:53 PM
#4
Is this a FFA map? It still looks very duel-sized. Can you build some more platforms, perhaps vertically? You know, make some of those twisted columns vertically symmetrical (ie, not come to points at the top) so they can support another level of twi...  [Read More]
Seeing the void is a VIS issue. Is your terrain made of structural brushes? That could be a problem....  [Read More]
You can download q3map2 separately at www.shaderlab.com. Then...basically you open up the compile batch file that JK2Radiant generated, and replace all the references to the SOF2MAP program with the path to the q3map2 .exe. I think you don't need to...  [Read More]
Posted in: WIP: The Secret Plan (SP)
 wedge2211
08-13-2003, 4:37 PM
#11
It's good to see this level shaping up to be something with those details you've added. Lots of potential there. Great job on the walkway. Looks like one I did for Thunder. :) You've still got a ways to go...some details need to be added to the ent...  [Read More]
Posted in: WIP: Cinematic for JKII
 wedge2211
08-23-2003, 1:37 AM
#21
Suggestion: Go to the "Curve" menu. Apply liberally. Also, little things like consoles, weapons racks, and models. This is a movie, spend time polishing the details....  [Read More]
Posted in: Nightfall MP map
 wedge2211
08-01-2003, 12:49 PM
#53
Awesome, Patrick. I'm a fan. :) This really throws me back to the style of JK/MotS, and I mean that in the good way. The map reminds me of the Valley of the Jedi Planet or the MotS Imperial asteroid levels. It really does have a distinct style going...  [Read More]
Posted in: Nightfall MP map
 wedge2211
07-30-2003, 8:31 PM
#48
Did you add garrison.shader or garrison? The entry in the list should not include the .shader extension. Hmm...make sure that all .shader files are in the shaders/ directory (Q3A shader files went in scripts/), all textures are in the textures/ dire...  [Read More]
Posted in: Nightfall MP map
 wedge2211
07-30-2003, 4:12 PM
#46
That *should* work. Are you sure you added your shader file's name to base/shaders/shaderlist.txt?...  [Read More]
Posted in: Nightfall MP map
 wedge2211
07-29-2003, 8:30 PM
#43
Q3 Shader editor? Bah. Use notepad. Can you post an example of one of the Q3-editor-produced shaders? We might be able to spot the compatibility difference, if this editor is adding extraneous code. Another possible solution--be sure you add your .s...  [Read More]
Page: 33 of 51