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.
 

lauser

Latest Posts

Page: 2 of 12
Posted in: target_speaker leaks through brushes
 lauser
08-10-2004, 12:24 AM
#4
Woah woah...hold it guys. Area_portal is for structural use only. Like the tutorial says it's for doors and windows. They basically seal off a room or another area from seeing too much geometry. Sound is a whole different ballgame. You can NEVER seal...  [Read More]
Posted in: Architecture Tips -- Help
 lauser
08-07-2004, 6:28 PM
#8
Originally posted by Codja X One of the biggest sources of inspiration I found was Ralph McQuarrie's concept art. If you own the old Star Wars Multimedia CD-ROM "Behind the Magic" then you'll find concept art for the entire original tril...  [Read More]
Posted in: trigger_teleport probz
 lauser
08-07-2004, 7:52 PM
#3
Originally posted by SMoKE Can a trigger_multiple make a trigger_teleport change target when used? NO but, you can target the trigger to multiple destinations. I've had 3 at last count. I don't know if I would go any higher than 3 or so. Oh btw, i...  [Read More]
Posted in: How legal is it
 lauser
08-07-2004, 6:22 PM
#13
I agree. Just mention that this mod has new music and that's it. Give credit where credit is due but DO NOT mention the details....  [Read More]
Posted in: Major Issues!!!!
 lauser
08-05-2004, 2:34 AM
#5
No curves will give you a different error. When you use Clip..just make a genarl clip of the area, it doesn't have to be neat. You will never notice it ingame. Say for instance you have a tree you want to clip. Make a square brush and leave it. If yo...  [Read More]
Posted in: Major Issues!!!!
 lauser
08-05-2004, 12:23 AM
#2
TW Verts stand for Verts...or VERTICES. There is a brush somewhere in your map that has way too many vertices. This also means it has too many faces. Radiant doesn't like that and neither does the game engine. EXAMPLE: Did you make a column out of a...  [Read More]
Posted in: Jacobs Ladder
 lauser
08-09-2004, 4:59 AM
#4
Yeah..you should see it ingame too...looks cool... :p Have a look at my WIP (http://www.lucasforums.com/showthread.php?s=&threadid=132170) for this effect. I will be posting the ladder screenshot tomorrow ;)...  [Read More]
Posted in: Jacobs Ladder
 lauser
08-05-2004, 12:10 AM
#2
Well for this I used a delay on the fx_runner itself...seems to work just fine :P...  [Read More]
Posted in: patch trouble
 lauser
08-05-2004, 3:36 PM
#6
Originally posted by zag in my map i noticed when i hit duck and walk up to it and then stand up i can actually go right through the brush is there a way to stop this? i tried using the -patchmeta option but this didnt seem to work and it seemed to...  [Read More]
Posted in: Patch Mesh Woes
 lauser
08-04-2004, 2:42 PM
#19
Originally posted by zag i use H H=hide:D Yeah I don't recommend this function. If you forget what you've hidden it can become a problem. Besides you have to physically select an item to hide it. If you are doing something in the immediate vicinit...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-09-2004, 11:03 PM
#55
Open up the Hoth Siege .mapfile. You will notice above the map a small box with a portal_sky entity in it. You will also note a terrain model inside it. Just copy the whole thing and save it as a prefab under edit. Now load your Hoth map up and impor...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-09-2004, 4:47 AM
#52
Darth....copy the sky_portal box from the HOTH SIEGE map EXACTLY and import it into your map......100% improvement ;)...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-07-2004, 11:02 PM
#46
Hehe..that's why I took the best of both worlds and made my post there Wedge. Maybe we should do that. Make it simplified and easy for beginners and repost at map-review. You know I just reread the tutorial Wedge. It seems it has been updated from t...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-07-2004, 3:15 AM
#41
Originally posted by darthVADER why without autoclip if i may ask? and no their not i dunno how to make .ase models if your willing to tell me i'll be more than happy to do it 1) Because autoclip is mainly for terrain and very large simple object...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-06-2004, 6:03 PM
#38
HINT brushes yes...area_portals???? Are those platform bridge things ASE models? If they are not...they should be...WITHOUT autoclip....  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-06-2004, 2:48 AM
#32
Same engine? Same M/P capabilities?...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-05-2004, 7:54 PM
#30
Man...I'm telling you, you are pushing the limits of a game engine that is not even utilized efficiently. Keep going. I want to test this badboy with 6 or 7 other players when you get all that coding done....  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-05-2004, 1:20 PM
#24
Originally posted by tFighterPilot If he'll be able to put off everything he wants to do in this map, it will be better than everything I have to agree. :D...  [Read More]
Posted in: Imperial Walkers On The North Ridge
 lauser
08-05-2004, 1:17 PM
#23
LOLL! No wonder it doesn't lag guy...theres nothing in it! If you leave it as it is then yes you might pull it off. Now add a bunch of vehicles to it and on top of that add 10 players. Now how does it play? Hey if you can pull it off by all means do...  [Read More]
Posted in: Wip: Endor
 lauser
08-09-2004, 4:51 AM
#27
Although that would look cool and everything Darth...no. There is so much going on in this map that it's just not worth a little cinematic. I have the logroll trap going on which is hard enough to script. *Wishes trees would continue into the skypor...  [Read More]
Posted in: Wip: Endor
 lauser
08-09-2004, 4:33 AM
#25
On a Gforce2 64meg card I get 28 as the lowest (without dynamic glow on) Highest will be about 80 FPS. Now considering how much game mechanics I have in here that's pretty good. At some 7000 brushes and 800 entities, this map is definately NOT boring...  [Read More]
Posted in: Wip: Endor
 lauser
08-07-2004, 5:38 PM
#22
UPDATE!! SKYPORTAL turned out rather nice on this one....AND...I didn't use any model entities in it :p http://www.radiantminds.org/files/Gin/shot0001.jpg http://www.radiantminds.org/files/Gin/shot0002.jpg http://www.radiantminds.org/files/Gin/sh...  [Read More]
Posted in: A rolling stone?
 lauser
08-05-2004, 12:34 AM
#49
Ahaaaa! Want to make scripts and targeting work properly in M/P? TARGET_RELAY :D...  [Read More]
Posted in: A rolling stone?
 lauser
08-04-2004, 8:32 PM
#48
Originally posted by lassev That sounds intriguing. Care to elaborate what's it all about? Oh yeah sorry Lassev. In his source code that he released there is some .bat files that he made to compile his scripts. I don't know how they work and I hav...  [Read More]
Posted in: A rolling stone?
 lauser
08-04-2004, 8:11 PM
#47
LOL..sorry Lassev. I didn't mean it that way. What I mean is it's very frustrating to try and figure out ANY targeting and/or scripting for M/P. I'm having one heck of a time with this map I'm currently doing. Not just the scripting but the targeting...  [Read More]
Page: 2 of 12