Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

Leslie Judge

Latest Posts

Page: 8 of 10
Posted in: Orbital Transfer Station test
 Leslie Judge
02-20-2003, 6:12 AM
#3
Mine too. :)...  [Read More]
Posted in: PO_Hanger MY FIRST MAP WIP
 Leslie Judge
02-19-2003, 9:25 PM
#11
Did you replicate the same directory structure in the pk3 as it is on your hdd? I mean there has to be a maps. a scripts, a levelshots. a music, etc. So everything you put into the pk3 have to be in the same place as on your hdd. Post here that .are...  [Read More]
Posted in: PO_Hanger MY FIRST MAP WIP
 Leslie Judge
02-19-2003, 6:43 PM
#9
Why did you zip it up after making the pk3 in PakScape??? Don't do that. You need the PK3 itself in the base directory....  [Read More]
Posted in: Poll For Single Player Scripting for JKII
 Leslie Judge
02-19-2003, 6:49 PM
#7
I completely don't understand the question. Scripting is possible in JK2 SP from its release. And why can I select YES and NO at once?...  [Read More]
Posted in: First JK2 Script Editor!
 Leslie Judge
02-17-2003, 4:34 AM
#9
http://www.jk2files.com/file.info?ID=10629 This link works better. :)...  [Read More]
Posted in: Occupation: Ground Assault
 Leslie Judge
02-18-2003, 7:05 AM
#21
OK, I'll try to make you a custom skybox with trees and other stuff. Don't count on it however. :D...  [Read More]
Posted in: Occupation: Ground Assault
 Leslie Judge
02-17-2003, 4:08 AM
#14
Don't know about one. I know that Terragen is much easier to use than Bryce, but as a last chance there it is, with trees and other stuff......  [Read More]
Posted in: Occupation: Ground Assault
 Leslie Judge
02-16-2003, 5:35 PM
#7
Kengo, don't you need a new skybox? ;)...  [Read More]
Posted in: RPG Commenor
 Leslie Judge
02-22-2003, 5:26 AM
#111
Hmm... You know guys I'm curious. Do you know how to make dynamic lighting in MP? I made a test map, compiled with sof2map, and it works fine in SP, but no start_off, no turning on/off, no light styles in MP... My only idea is to make dynamic light...  [Read More]
Posted in: RPG Commenor
 Leslie Judge
02-15-2003, 8:24 AM
#82
There is a default value for distancecull, but I don't know what it is. Anyway, you can specify it in game units. So you only need to know what is the longest distance in your map, and set it a little bigger. :)...  [Read More]
Posted in: RPG Commenor
 Leslie Judge
02-14-2003, 4:14 AM
#78
The problem is that if you apply a sky shader to a surface you can see the sky at the place of the surface but it is drawn behind everything. If there is something behind that surface then it will be visible. I mean if you make a room, and a smaller...  [Read More]
Posted in: WIP: Orbital Transfer Station
 Leslie Judge
02-20-2003, 1:16 PM
#51
Hehe, first thing I'm going to try will be riding the ship. :)...  [Read More]
Originally posted by lauser Next post...hehe...you'll love this... I was getting very frustrated because L.J. had informed me how to make a model function WITH a platform. However, ONLY with the x-wing model by default(not sure why). I wanted to us...  [Read More]
Originally posted by lauser OK Mr. JK__Falcon ..... #1 You have to try different water shaders to make them work. Some shaders have errors as Leslie pointed out to me (thanx L.J.) In order to make water shaders work just make a box with ANY texture...  [Read More]
Originally posted by JK__Falcon Ah brilliant, cheers Leslie :) Hehh, cheers to Wes for making the list. :)...  [Read More]
LimaK: if noone will have any useful idea, you can send me the .map file or just the compiled .bsp (in the case you are afraid :)) or just some screenshots, because I think seeing it by your own eyes makes easier to find out something....  [Read More]
Falcon, don't worry, Radiant can get out those models from the pk3 file. And here's something you will find very useful: http://www.lucasforums.com/showthread.php?s=&threadid=73132...  [Read More]
Originally posted by lauser Hi guys!! You crazy mappers!! Leslie were you talking about S/P when you said that you can make a lift with models on it? I am doing M/P and this does not work. I have played two maps that have this feature working in M/...  [Read More]
Originally posted by Miss_Stalker Thank you Leslie to try it for me :) I would try it if my level would let me creat multiple trigger.... It just sasy cannot creat entity.....anyone know why? Also I'm a lil confused, I use FullVis to compile my m...  [Read More]
Originally posted by LimaK Hello, I've been having problems with my sky and star shaders. After I compile them they appear as an orange color. for the clouds, its just the clouds that appear orange but they move correctly. For the stars, the whole b...  [Read More]
Originally posted by wedge2211 Will q3map2 be implementing dynamic lights any time soon? http://www.splashdamage.com/forums/viewtopic.php?t=534...  [Read More]
OK, I made a test. First thing is that dynamic lighting doesn't work with q3map2, only sof2map. So. I made a trigger_multiple and targeted it to a light entity. After that I set the start_off spawnflag for the light entity. That's it. When I start t...  [Read More]
I have to apologize. Sorry guys, I made a very stupid mistake. target_activate and target_deactivate doesn't exist in MP, and I didn't recognize I'm using SP mapping mode. Who knows, why? Doesn't matter. The point is what I wrote as an MP solution wo...  [Read More]
Theoretically you have to make something (a trigger_multiple for example) and target it to the light entity. I've never used it so no experience. In Rich's tutorials there is a lesson about this....  [Read More]
Hey, if I could simplify it I would post the simpler version. :) If you don't want to make the code reset, just always allow the next button in the order to be pushable, then the whole thing becomes simpler because you will need only one trigger_mul...  [Read More]
Page: 8 of 10