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Lil Killa

Latest Posts

Page: 13 of 20
Posted in: CTF_Canyon map finished.
 Lil Killa
11-02-2003, 8:41 PM
#27
Originally posted by shadowtrooper01 behold; the llinks don't work. If you mean the screenshots then I'm not surprised they are gone considering how old this thread is, but if you mean the PCGM link then the site had a makeover not too long ago b...  [Read More]
Posted in: port a jo mp map, like the bespin dude
 Lil Killa
11-02-2003, 8:57 PM
#2
take all the shaders and textures used in the map and put them into a pk3... Don't forget the arean file either....  [Read More]
Posted in: questions, questions!
 Lil Killa
11-02-2003, 8:27 PM
#3
for the circle.... curve> cylinder to make a cylinder. then you may want to cap it or thiken it depending on what you are trying to do and both of those can alse be found in the curve menu. Don't know anything about cutscenes though......  [Read More]
Posted in: Hay!
 Lil Killa
11-02-2003, 8:22 PM
#2
in the filetypes spot when u save just select *.*all files...  [Read More]
Posted in: Help with Team FFA
 Lil Killa
11-02-2003, 8:24 PM
#6
you can't define team spawns for TFFA. TFFA uses the same info_player_deathmatch or info_player_start that the normal FFA uses....  [Read More]
Posted in: shader alteration
 Lil Killa
11-02-2003, 8:29 PM
#4
Look at the textures that each shader uses and find it out that way :D...  [Read More]
Posted in: Playing Maps without the map command
 Lil Killa
11-02-2003, 8:34 PM
#5
you forgot your quotes... { map "yavinffa" longname "Yavin Courtyard" type duel ffa team } Also it is easier to save it as a .txt and rename it to .arena....  [Read More]
Posted in: jk2 port
 Lil Killa
10-31-2003, 1:57 AM
#4
Originally posted by WadeV1589 There's an error in the GTK JPEG loader, if you want to be able to see those "invisible" textures all the time without having to flush textures (which isn't guaranteed), get this pk3 - http://sgmod.crashespad...  [Read More]
Posted in: jk2 port
 Lil Killa
10-31-2003, 12:30 AM
#2
it is just GTK flush and reload shaders if you just "have" to see the shaders :D Not a problem with your map or program though.....  [Read More]
Posted in: Shader for viewable, non solid object...
 Lil Killa
10-31-2003, 12:28 AM
#2
I have heard that covering a brush in nodraw and then covering only the visible sides with your texture should make it like that. In the mean time you could always add the surface parm nonsolid to your shader file, but you would have to make one for...  [Read More]
Posted in: radiant lighting
 Lil Killa
10-24-2003, 9:10 PM
#2
try a different bsp compile type. Also make sure the compile option use use has the word light in it somewhere :cool:...  [Read More]
Posted in: WIP: Outpost 64 - SP Map for JA
 Lil Killa
10-28-2003, 8:48 PM
#25
*tries to get thread back on subject* I think you need to work on your texturing and architecture(sp?) Also lighting and story line could sue some work....  [Read More]
Posted in: Sky Problems
 Lil Killa
10-17-2003, 2:52 AM
#3
I think he ment that they just aren't working.... If that's the case then make sure not using the actual sky pictures that you see in game and instead use the actual sky shader image for the sky that has sky writen on it. If that isn't what your doi...  [Read More]
Posted in: How do I get teleporters to work in maps?
 Lil Killa
10-17-2003, 2:36 AM
#2
creat a brush and cover it with the triger texture. now with that brush selected right click it and make it a triger_teleport. next make a target_position. now select the triger_teleport and then the target_posistion and press ctrl + k. your all set....  [Read More]
Posted in: New map in production!
 Lil Killa
10-15-2003, 7:22 PM
#2
This belongs in the beta maps forum. Repoting for moving:D...  [Read More]
Posted in: making a shader
 Lil Killa
10-15-2003, 7:25 PM
#3
there is no need for the "" quotes they are a waste of space if not something to screw the sader up....  [Read More]
Posted in: ARIOCHE terrain system
 Lil Killa
10-13-2003, 10:04 PM
#2
It's a terrain editor thing.. It should be coming with the JA tolls that should be coming out any day now.........  [Read More]
Posted in: Radiant won't open "g/XMakeCurrent" error
 Lil Killa
10-14-2003, 5:28 AM
#3
If you didn't get it off of the Official qeradiant website you might have the wrong verssion. The correct verssion is around a 50 mb download which can be found at the following link: http://qeradiant.com/ If that is what you have then go to the bu...  [Read More]
Posted in: Mouse Problem with new GTK Radiant?
 Lil Killa
10-13-2003, 2:33 AM
#11
I have the exact same mouse so that's not your problem. GTK works fine for me.... Hope you guys find out what's wrong....  [Read More]
Area with the lights looks better than the one without them IMHO....  [Read More]
Posted in: Bot support for a FFA MP map
 Lil Killa
10-12-2003, 8:22 AM
#5
do what razorace said. I had the same problem with "The Longest Yard" (jk2 remake) but I was too lazy to fix it, plus I wasn't 100% sure of how to fix it....  [Read More]
because then you would have a huge leak. every map (that is surounded by atleas a cubed sky box) needs to be made of atleast 6 structual brushes. It could be less like if u had a pryamid type box but thats about it. any more and you would have a leak...  [Read More]
Also detail brushes make your vis process shorter when ussed correctly;)...  [Read More]
Posted in: Setting up GTK for JA.
 Lil Killa
10-13-2003, 2:37 AM
#45
lol never said it was hard. It is actually quite easy. I'm so used to just pressing s though that i automaticaly press s every time and it's getting annoying. One of these days i'll get used to it thogh....  [Read More]
Posted in: Setting up GTK for JA.
 Lil Killa
10-13-2003, 1:29 AM
#43
Originally posted by recombinant ...has anyone tried 1.3.12, designed for JA and other Raven products yet? http://www.qeradiant.com/?data=files&files_id=68 Yes and I have had no problems with it except for one thing. The make the surface insp...  [Read More]
Page: 13 of 20