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wedge2211

Latest Posts

Page: 46 of 51
Posted in: WIP:Theed!!!!
 wedge2211
01-29-2003, 12:42 PM
#10
Looks like this could be off to a good start. Be sure you become familiar with the curve-texturing options though, natural and cap (natural is for meshes, cap is for end caps :)). Also, do you have the Phantom menace game? There are one or two levels...  [Read More]
Posted in: So, do you like... stuff?
 wedge2211
01-27-2003, 6:36 PM
#7
Very nice curve work! After doing some of that myself in CotA, I have a whole new appreciation of maps with some nice, arcing shapes. One question though: this looks duel-sized (unless this is one room of many), but has FFA weapons in it. What gamety...  [Read More]
Posted in: RPG Commenor
 wedge2211
01-29-2003, 12:46 PM
#25
What? No "Castle of AAAAAAaaaaahhhhhggggg?!" Speaking of Palace Wars, how do you escape that hunc_alloc error thingy?...  [Read More]
Posted in: RPG Commenor
 wedge2211
01-27-2003, 10:55 PM
#15
Originally posted by Shadriss While I'm thinking about it, ,is there any reason a fog-type brush (ie, Water) could not be a func_door, so as to simulate rising water? I tried that once. I made a fog brush into a func_door, opening down, negative l...  [Read More]
Posted in: WIP: Helm's Deep
 wedge2211
02-01-2003, 7:08 PM
#45
rivendell? yow. i hope you've got LOTS of time to spend getting familiar with the almighty patch mesh. :) Although all that fine tracery and stuff could be done with a shader that you can see through the "empty" portions......  [Read More]
Posted in: WIP: Helm's Deep
 wedge2211
01-28-2003, 6:45 PM
#32
Matt--sorry if my criticism seemed a little harsh up there...if you want my opinions...: Yay Legolas model! Get it OUT! :cool: I think that since there is another Helm's Deep project, you might want to try something different. Isengard could be pre...  [Read More]
Posted in: WIP: Helm's Deep
 wedge2211
01-26-2003, 10:18 PM
#23
Hmm. It desperately cries out to be worked on. It's really blocky, and you should play around with the textures, there are better ones to use, you might even make your own (and vary them, as well). Also, be sure you've got the setting down...there's...  [Read More]
Posted in: Duel: Broken Worlds, for the NRG duel map pack
 wedge2211
02-01-2003, 7:14 PM
#11
WAHOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!...  [Read More]
Posted in: Duel: Broken Worlds, for the NRG duel map pack
 wedge2211
01-25-2003, 12:30 PM
#2
I think it looks VERY nice :) Is this two connected areas? Interior/exterior?...  [Read More]
Posted in: Trade Federation Control Ship MP Map
 wedge2211
01-22-2003, 3:03 PM
#15
What I can see of the corridor outside the room has DEFINATELY got my attention. :)...  [Read More]
Posted in: More spookay underwater base..
 wedge2211
01-21-2003, 4:39 PM
#4
MAN that thing looks sweet. I hope you have a good story to go with it....  [Read More]
Posted in: Imperial Brewery levelshots
 wedge2211
01-22-2003, 3:06 PM
#9
Oooooh?...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
02-02-2003, 10:58 PM
#25
Secondary hangar finished! (http://wso.williams.edu/~jshoer/outcast.htm)...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-29-2003, 11:53 PM
#24
Originally posted by Shadriss NIce nice... When? :) Glarblerg. I was afraid of that question. Actually, progress has slowed a lot, but just because i haven't been working on this as much as I hoped. Anyways, here's a basic status report: I have fi...  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-29-2003, 7:47 PM
#21
Another minor update. Finished off one of the secondary decks, shots on the site....  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-23-2003, 9:39 PM
#20
Thanks. I took another look at it, and found that one of my light ents ended up inside a crate. Oops! Fixed that, it's much brighter now. I just finished up the main power generator room, there are a couple new shots up on the site....  [Read More]
Posted in: WIP: Orbital Transfer Station
 wedge2211
01-22-2003, 3:11 PM
#18
Okay, another update, I've got the cargo bay looking the way I want it to, I think. Some of the shots look a little crowded, so I'll explain a little: The cargo bay is a 3-deck, open room, where the top 2 decks are made up entirely of catwalks. Ther...  [Read More]
Posted in: WIP: City of the Ancients
 wedge2211
01-22-2003, 12:25 PM
#38
I've made a very embarrasssing error. Some of the custom textures I used, and included with the CotA pk3, came from buckman's BETA-tatooine map, as he pointed out to me. I didn't give him credit for those in the readme or even shoot him an email ask...  [Read More]
Love the chains, nice curve work. (Which level of hell, again? :))...  [Read More]
Posted in: WIP: Mos Entha
 wedge2211
01-24-2003, 6:45 PM
#44
No bot support? http://wso.williams.edu/~jshoer/botroute.htm...  [Read More]
Posted in: Mace Windu: Party Crasher (SP)
 wedge2211
01-24-2003, 6:50 PM
#369
Matt-liell: You put system/physics clip or system/clip brushes around it. Read RichDiesal's tuts on the subject. :) AK, looks good! I like the way you've adapted the standard JKII textures for use in your map (I recognize the Lady Luck hull plates o...  [Read More]
Posted in: Mace Windu: Party Crasher (SP)
 wedge2211
01-22-2003, 2:34 PM
#361
"They have Pod Racing on Malastare...very fast, very dangerous." The one mention of that planet in the movies, TPM. And there is a whole set of pod races on Malastare in the pod racer game. You could check those out for scenery. Like you s...  [Read More]
Posted in: Mace Windu: Party Crasher (SP)
 wedge2211
01-24-2003, 6:50 PM
#119
Matt-liell: You put system/physics clip or system/clip brushes around it. Read RichDiesal's tuts on the subject. :) AK, looks good! I like the way you've adapted the standard JKII textures for use in your map (I recognize the Lady Luck hull plates o...  [Read More]
Posted in: Mace Windu: Party Crasher (SP)
 wedge2211
01-22-2003, 2:34 PM
#111
"They have Pod Racing on Malastare...very fast, very dangerous." The one mention of that planet in the movies, TPM. And there is a whole set of pod races on Malastare in the pod racer game. You could check those out for scenery. Like you s...  [Read More]
Posted in: WIP: Occupation
 wedge2211
01-24-2003, 10:49 AM
#17
You REALLY need to learn how to use the surface inspector. Most of your walls just had one repeating texture applied, especially in the opening cutscene. This really detracts from the overall look of the level, you can get a MUCH more polished and de...  [Read More]
Page: 46 of 51