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Hmmm... 3x the animation data - that'd be ... 30 megs of animation - wowzers ... but let's say about a 3rd of that gets optimized ... hmmm ... so maybe twice the size of JK2's animation file. (ps - i'm that guy who's working at making new animations... [Read More]
Uh oh - I smell shader - pimpage! Good work on the ASE model, if you did it, if you didn't, good work on getting it in-game! Of course, some credit goes to ydnar - he rocks!... [Read More]
Yeah, bots pretty much suck. It's not that they are running backwards, it's that they've already decided to move to the next waypoint before turning to it. They ought to have their turning time tuned. They might want to stop at a key waypoint and lo... [Read More]
Lightmap compression is it's own r_ext. On the whole, MP's renderer BITES compared to SP's. That's what REALLLLY gets me mad. There really isn't any reason for it.... [Read More]
To enable Phong Shading, add "-shadeangle X" to your light compile stage - where X is a decimal value, I usually use 21 because it looks fairly natural. This will 'phong-shade' the entire map, I think that it can be done on a per-shader bas... [Read More]
Great delicious textures. I know everybody loves the map - and I bet you are using q3map2 - have you tried enabling phong shading or messing with the scale of the lightmaps? The light that comes from those neon things could be 100x smoother, IMO. Ju... [Read More]
Wowzers - the sexy-ometer for this level has just spiked 1000 points! I'm glad to here that I was able to help! Makes the atmosphere dark, yet disturbingly sexy.... [Read More]
Raven is pumping out 3 games at once (that we know of) ... wow. I have to sit back and be proud - in this business it's hard enough to stay in business, let alone grow ... GOOD JOB. Hey Mike, you're probably one of the few people I haven't asked abo... [Read More]
hmmmm.... maybe have the server check for clusters of spawn points and mark each of them red or blue at gamestart ... hmmm... Sounds like an interesting algorythm you'd be cooking up. It'd all be server side, and the effect would be nice ... hmm...... [Read More]
Make some kind of a definition file and have it load based on the map name when the map loads. Then just load in a series of coords from that file as to prefered locations for spawning certain teams. Then do some cool stuff to the Select Spawn Point... [Read More]
Originally posted by RenegadeOfPhunk TFFA is also good, although the fact that the teams don't spawn in different parts of the map is a bit of a downside. I usually play Bespin Streets, Star Destroyer and Nar Shaddaa... You can rig up TFFA to spaw... [Read More]
Originally posted by Aru-Wen I'm curious as to why you feel the need to make a new thread each time there's an update to your map... I'm curious as to why you don't :P I really like your architecture, Your texturing is unusually refreshing (but I... [Read More]
Replace the glass with a glass shader/tex that doesn't make most people want to vomit. Could be better. Right now it's mostly just patch abuse.... [Read More]
The pics are gone and so is the map, my hard drive ate it. I might start this over again as a saga map for AOTC ... but not for a while. Please, let this thread die. Better yet, admin, close this.... [Read More]
The map hasn't been abandoned, I've just been revving up the main projects of the new animation tool I'm writing (don't expect much ... just new animations :) ) and of course AOTCTC. I have 100mb of webspace in each of my folders with my ISP, I inna... [Read More]
Yeah, it's to the point where I can count active coders on one hand ... almost. It's sad that the few of us can't get along. It's all good, right, brothers and sisters?... [Read More]