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lauser

Latest Posts

Page: 5 of 12
Posted in: ShaderED2
 lauser
07-01-2004, 1:46 AM
#1
Okay this is pretty much a thread for shaderED and ShaderED2 errors and a how to use. I like it because it shows how shaders will actually look animated. ShaderED2 errors: I just got an email back from James Munroe lead designer for RAVENSOFT. He s...  [Read More]
Posted in: Shaders for Idiots
 lauser
07-01-2004, 3:59 PM
#35
Originally posted by Jedi_Vogel [edit] Woah...ShaderEd is slightly...um...overwhelming *heads to google for ShaderEd tutorial as it doesn't have help file* This is exactly why I started a ShaderED tutorial thread here. Because as I stated I did a...  [Read More]
Posted in: Shaders for Idiots
 lauser
06-30-2004, 5:15 PM
#5
I think Vogel wants something much more simple than these LINKS or the shader manual. But like Codja said...clone some shaders to see what they do. Rename them and throw in your own textures, even if they are simple ones. That's what I did to learn...  [Read More]
Posted in: Another Question
 lauser
06-27-2004, 6:06 PM
#2
Learn to use the SEARCH function for these forums. Or...... GOOGLE it. Just type your question in or a variation....  [Read More]
Posted in: Clipping a Cylinder?
 lauser
06-28-2004, 9:58 PM
#7
Yes I know that Wade. All I did was explain that he could use a brush if he wanted to...just being careful to avoid that error. As far as patches go...NO..you will not get that error...UNLESS you exceed the maximum size of a patch. Actually if a per...  [Read More]
Posted in: Clipping a Cylinder?
 lauser
06-27-2004, 6:13 PM
#4
Be VERY careful when you do this. Use the minimum amount of sides as possible. Believe me when I say if you make a nice round column and cut the top of it 3 or 4 times you will get this error: MAX_TW_VERTS (12) exceeded!!! (http://www.map-center.com...  [Read More]
Posted in: Atat
 lauser
06-24-2004, 6:28 AM
#2
LOL..yeah look around in the showcase WIP forum. Duncan has released one but it's just not practical for this engine. You can put it in a VERY large map....but theres not much point....  [Read More]
Posted in: Moving Brush
 lauser
06-24-2004, 2:32 AM
#8
Ah...good. Makes things much easier then. :D...  [Read More]
Posted in: Moving Brush
 lauser
06-23-2004, 10:13 PM
#5
No, no wait key. When you use the TOGGLE option it should ONLY move when you press USE and stop at the lip. If you want it to do the wait you can do that also....  [Read More]
Posted in: Moving Brush
 lauser
06-23-2004, 4:12 PM
#3
There must be an easier way like a door perhaps? Just set a huge lip on the door. You can use the TOGGLE feature for the start and end features. So only when you are in the trigger pressing use it will move....  [Read More]
Posted in: Terrain
 lauser
07-01-2004, 5:17 PM
#33
Here are some RADIANT shots of ENDOR terrain. Some 450 custom trisouped brushes with rgoers alpha 0 brushes. http://www.unitedjedi.com/radiantminds/forums/viewtopic.php?p=507#507...  [Read More]
Posted in: Terrain
 lauser
06-28-2004, 1:34 AM
#23
Sorry Luke. I forgot to mention Paint Shop Pro has this feature enabled in all versions....  [Read More]
Posted in: Terrain
 lauser
06-26-2004, 1:35 AM
#19
I'm talking about adding an alpha channel and saving it as a TGA. Since JK based games only support TGAs and PNGs....  [Read More]
Posted in: Terrain
 lauser
06-25-2004, 10:43 PM
#17
Hmm..that makes more sense now Gothix. If I have a hill with 3 different textures at different heights, I'll assume I just have to manipulate multiple brushes to get the fade effect. Because I never got the whole trisouping thing. I'll assume trisoup...  [Read More]
Posted in: Terrain
 lauser
06-25-2004, 12:56 AM
#14
So Luke, the blending did NOT occur ingame? You just had normal textures without any blending? Okay try making the ALPHA brush much smaller. You don't need it that high, just for neatness purposes. And make sure that alpha brush is level at the bott...  [Read More]
Posted in: Terrain
 lauser
06-24-2004, 6:25 AM
#10
Okay cool. There was a thread a ways back that said it was not enabled..anyhow..... How much does it affect performance? Anyone know?...  [Read More]
Posted in: Terrain
 lauser
06-24-2004, 2:30 AM
#7
It's like anything else Luke. Just takes practice and a little patience. I have a hard time with shaders too. But if you read the shader manual it helps. Have a look at other shaders and see what they do also helps....  [Read More]
Posted in: Terrain
 lauser
06-23-2004, 10:17 PM
#5
I just got a reply back from Ydnar. He says the function works. WOOT! This should make mapping much easier if let's say you want a scene with lots of detail on the terrain. He did not say anything about performance loss. He did say that he only recom...  [Read More]
Posted in: Terrain
 lauser
06-23-2004, 2:46 PM
#4
Apparently there was some confusion about the alpha channels. As to whether you need them or not. But I think it makes sense to have them. So I'm going to try both jpgs and PNGs. Now they use PNGs that hold Alphas for JA. Maybe I should stick with TG...  [Read More]
Posted in: Terrain
 lauser
06-23-2004, 4:33 AM
#3
Wholly MEATY shaders BATMAN! I have a lot to learn... :D Thanks Gothix but, this is going to take some time and trial and error....  [Read More]
Posted in: Terrain
 lauser
06-22-2004, 5:32 PM
#1
Terrain texture blending. What are the specs for that? textures/endor/groundd { qer_editorimage textures/endor/groundd surfaceparm nolightmap q3map_novertexshadows q3map_forcesunlight q3map_material ShortGrass cull twosided { map textures/endor/grou...  [Read More]
Posted in: "fog"
 lauser
06-22-2004, 5:28 PM
#6
Wedge is correct. I have seen fog in JK2 maps that do that. So YES, it can be done....  [Read More]
Posted in: Question about cylinders
 lauser
06-19-2004, 4:33 PM
#2
Okay let me explain a couple of things about cylinders. First off the smaller you go the more rows and columns you will lose. The reason for this is because the engine has a harder time drawing all those tiny triangles needed to make railings and sma...  [Read More]
Posted in: Trying Not to be Discouraged...
 lauser
06-28-2004, 10:06 PM
#62
Stickies are fairly important as the search function doesn't always work. I find GOOGLE works much better at finding things on this forum than the forums own search function...LOL As far as this thread goes I think it should stay the way it is. If w...  [Read More]
Posted in: Trying Not to be Discouraged...
 lauser
06-19-2004, 11:03 AM
#42
Originally posted by zag well im pretty bad at level design myself (check out a few inches south of here :p ) its not the doing stuff i have a problem with its just the level design that i suck at with is kinfa hard to remedy i remember once when i...  [Read More]
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