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Wudan

Latest Posts

Page: 3 of 18
Posted in: teleguided missile
 Wudan
05-10-2004, 2:39 AM
#2
It's possible, but you'd basically be taking the players viewpoint and angles and copying it to his missiles location and angles, and telling the missile to do what the player says ... yes, that is a bit complex, but not immensly complex....  [Read More]
Posted in: dismemberment
 Wudan
05-06-2004, 10:26 AM
#5
Probably the main reason it's limited to one cut for players is because of ragdoll - each time you cut somebody, you're making an entirely new ghoul2 instance, and copying their model - it's clever, but with ragdol, it could be painful to turn one se...  [Read More]
Posted in: .CFG Files
 Wudan
05-04-2004, 6:04 PM
#3
/me waves his hand... Use the NOTEPAD, Mr Joshua 120 - save a file with a .cfg extension and put it in the base directory ......  [Read More]
Posted in: AOTC:TC - Demo Released
 Wudan
05-04-2004, 5:43 PM
#104
Frankly, this is why it took AOTCTC so long to release anything at all - they say they do it for fun, but want recognition for efforts and meet criticism with spite. Zero, you're awesome man, but this TC needs to be called a mod until it actually ph...  [Read More]
Posted in: Replacing voices (in movie)
 Wudan
04-29-2004, 12:26 PM
#2
Is it a rendered sequence, or a cutscene?...  [Read More]
Posted in: Cloakers
 Wudan
04-29-2004, 11:26 AM
#2
It's in code, which is in the PK3 - they are DLLs....  [Read More]
Posted in: Bejitt's .FontDat Info!
 Wudan
05-01-2004, 10:59 AM
#2
Thanks to Fracman and Bejitt, I was able to write a program to convert fonts from Q3 to JKA format. It works pretty well, I'll still flesh it out to resemble some kind of useful command line utility before unleashing it on the public. Two fonts I tr...  [Read More]
Posted in: Bejitt's .FontDat Info!
 Wudan
04-27-2004, 5:30 PM
#1
If you're like me, you hate the fonts in JKA / JK2. Apparently, Bejitt is like me, he's done some work on debugging the file format so we can replace those ugly fonts with something else. He's been so kind as to allow me to post his findings over a...  [Read More]
Posted in: .cfg error
 Wudan
04-26-2004, 3:25 PM
#2
Your config file might be too long to be executed, the maximum length is probably something like 8000 bytes....  [Read More]
Check out the Q3F mod website (probably just www.q3f.com), they've opensourced their atmospheric effects system (snow and rain) it's all client side. A slightly improved version is used in Enemy Territory....  [Read More]
Posted in: JA mod: Jedi Fighter
 Wudan
04-19-2004, 12:49 PM
#2
I've recently picked up my old mod I was working on and began coding on it again. One thing I think might be cool is if you had sabers for the energy bars or at least endcaps for them. also, another thing that is cool from other fighting games, is t...  [Read More]
Posted in: Website is now working! FINALLY!
 Wudan
04-27-2004, 5:04 PM
#13
It sounds like you can transfer a domain to them, but I doubt they do the registerring themselves. My domain only costs me a few bucks a year, no ads, but it does have a limited transfer rate. Every host has limits, really - I'm sure they'd complain...  [Read More]
Posted in: Three questions about modifying source
 Wudan
04-15-2004, 6:39 PM
#2
1. I couldn't see anything in bg_pmove.c that refers to the charge time - it must be one of those mystery comments. There's stuff in there about the charge ... and maybe the charge time - maybe that's what it's on about ... 2. Yes, that's possible....  [Read More]
Posted in: I want to mod transporter rings for ja maps
 Wudan
04-14-2004, 8:48 PM
#2
Well, let's start at the beginning - do you have MSVC or something so you can compile code? What you're asking for sounds possible to me, you'd just have to be patient when you're doing it....  [Read More]
Posted in: GLM Error Message
 Wudan
04-13-2004, 1:45 PM
#8
Probably. Ideally, a mesh is made of triangles, and each triangle should be sharing verts with other triangles (making them stuck together in a mesh-like structure) - if you have 291 triangles, the worst possible scenario is that you have 873 verts....  [Read More]
Posted in: The Official ICC Makefile for JKA's SDK
 Wudan
04-09-2004, 9:29 PM
#3
It's rumored to compile the code without any changes, so you can just compile a win32, then compile linux without breaking your skull in 2....  [Read More]
Posted in: Variables stay through level changes
 Wudan
04-05-2004, 8:51 PM
#2
Put the value in a place where you know you won't lose it - write it to a file and read it from a file....  [Read More]
Posted in: Important Issue with OJP/AotC Partnership
 Wudan
04-14-2004, 8:49 PM
#30
No, they're past the name issue, now we're on to the different rates of progress issue ... Well, as long as the coders are willing to share work, don't worry about Anakin too much. As long as it helps out AOTCTC, he won't raise a stink about it....  [Read More]
Posted in: Important Issue with OJP/AotC Partnership
 Wudan
03-31-2004, 1:57 PM
#5
I can't begin to express my frustration. For one, they stand to benefit from this collaboration much more than you do, you can trust me on that. I was hoping that with ChosenOne up in the ranks and at the coding helm that they might see some real de...  [Read More]
Posted in: force textures are anoying
 Wudan
03-30-2004, 9:54 PM
#2
Yes they are annoying, a code Mod could take them out, or finding the textures/shaders/effects and Modding them out that way would do the trick....  [Read More]
Posted in: NEW ANIMATIONS IN JKA - HowTo
 Wudan
03-30-2004, 9:18 PM
#3
Good job. Do you have the XSI hosted yet?...  [Read More]
Posted in: Stick Man.
 Wudan
03-30-2004, 2:03 PM
#8
Awesome :)...  [Read More]
Posted in: What is the falling of projectiles governed by?
 Wudan
04-19-2004, 1:20 PM
#5
Yes, but changing the cvar affects everything. The code for the behavior of this projectile is in g_weapon.c, the function is "static void WP_RepeaterAltFire( gentity_t *ent )", it's at line 1074. To make it descend slower, just alter th...  [Read More]
Posted in: OJP: New Animations Project
 Wudan
03-30-2004, 8:53 PM
#117
Something tells me you're not going to have a flood of new animations. I think keshire suggested XSI format, so go with that. When I actually get Dragon to a point where it's at app-level functionality, my anims will be coming in .gla format, with th...  [Read More]
Posted in: OJP: New Animations Project
 Wudan
03-30-2004, 2:15 PM
#115
Anyway you can submit the XSI to OJP?...  [Read More]
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