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lauser

Latest Posts

Page: 7 of 12
Posted in: Hmm
 lauser
06-08-2004, 1:10 PM
#3
LOL! Since Wedge has never used it..... Yes it's target_print. :)...  [Read More]
Posted in: The Downside of Yavin Sky!
 lauser
06-08-2004, 1:16 PM
#11
Be careful when using portal_sky. A few small brushes or even 4 or 6 small terrain models in your portal_skybox will do nicely. But try not to go overboard on the models inside it. As this will bring down your framerate. Ugh...Gothix, that's not a v...  [Read More]
Posted in: Yavin Water
 lauser
06-08-2004, 1:40 PM
#8
Okay this is the hiddenevil.shader. Why in the hell Astrocreep decided there should be a shader named h_evil included into the clean shaders is beyond my scope. But it 'IS' in the assets1 PK3. So Lil Killa, it comes with the game. It has to. Otherwi...  [Read More]
Posted in: electric effects? how do i make them?
 lauser
06-08-2004, 1:27 PM
#18
{ clampmap textures/common/gradient blendFunc GL_ONE GL_ONE rgbGen const ( 0.000000 0.000000 1.000000 ) } } Wth is clampmap Zag? I know map.....but clampmap? Is that a typo?...  [Read More]
Posted in: wall that npcs cant pass but player can?
 lauser
06-06-2004, 4:23 PM
#6
Read up on this system texture. It even says in the help file: Block NPC is more of a suggestion than an actual block. If a bot or NPC gets force pushed/pulled in there they will still get in and start hopping. But I use it too....  [Read More]
Posted in: Having problem with custom modelimporting to rad
 lauser
06-05-2004, 1:34 AM
#3
Need way more info here guy. Until you do, you will wait for an answer....  [Read More]
Posted in: nodraw texture missing
 lauser
06-03-2004, 8:22 PM
#8
Almost.... KEY: fxFile ---->You had Fire here instaed of File VALUE: effects/env/fire.efx...  [Read More]
Posted in: Cliff...
 lauser
06-04-2004, 2:56 PM
#34
Thanks for the TUTORIAL ms...and the heads up! :D...  [Read More]
Posted in: Cliff...
 lauser
06-04-2004, 11:18 AM
#32
Yeah Wedge, I don't know what all that text editing is about. I have never had a problem either even though when you open up the ASE file the directories are backwards a bit. Mercenary, the advantage to ASE is less triangles are being drawn. NOT for...  [Read More]
Posted in: Cliff...
 lauser
06-04-2004, 5:04 AM
#27
Yeah those are good Mercenary. Thanks for the links. But if you want easy nice looking smooth stuff that won't lag the map....learn ASE. Put this batch file into your Radiant folder..... Here is the batch file I use to convert brush work into ASE...  [Read More]
Posted in: Cliff...
 lauser
06-04-2004, 4:52 AM
#25
Originally posted by Kengo I'm pretty sure there are a bunch of drawbacks to using model based terrain, big performance hits for one. Not that terrain generators don't have their problems. Kengo, mslaf recommends using models of objects and terrai...  [Read More]
Posted in: One Script and one Vis
 lauser
05-22-2004, 1:39 AM
#14
Actually Lassev, all I did was make EXACTLY the same directory for the skin which the turret references. Unfortunately this is not only bad for your game but screws up textures for the normal turret in HOTH. So you get a green turret in HOTH....LOL...  [Read More]
Posted in: One Script and one Vis
 lauser
05-21-2004, 9:33 AM
#11
Ahaaaa!! That's what I thought Wade! I will check out the use of area portal to see if that helps. I can use HINT lower down. I have an anti portal which is in use behind that hill in the tree shot. WOW! Anti portals work well when used properly :)...  [Read More]
Posted in: One Script and one Vis
 lauser
05-21-2004, 9:01 AM
#9
Yeah Wade I will post a screen as soon as I can here: http://www.freewebs.com/frmapping/screenshots.htm Lassev, you can see the turrets I'm talking about in these screenshots too. They are the turrets from Hoth, not the ceiling mounted ones you ar...  [Read More]
Posted in: One Script and one Vis
 lauser
05-20-2004, 11:44 PM
#6
I think I might have the sky problem figured out Wade. When you have a building or another part of the map behind a structural wall with sky texture applied, you can see right through the wall and it looks like your building is floating in mid air. S...  [Read More]
Posted in: One Script and one Vis
 lauser
05-20-2004, 6:11 PM
#3
Actually I might be on the right track. The turret is actually an NPC. So I copied the sentry NPC file and I'm going to try using that along with a weapons file. Not too sure on this yet.......:confused: Lassev, all I'm doing here is REskinning the...  [Read More]
Posted in: One Script and one Vis
 lauser
05-20-2004, 4:56 PM
#1
This is for JA M/P. I have one script question and one for Vis. #1) I am making a custom turret cannon for my map. How do I script it so that it will behave like a normal turret? LASSEV? #2) When I move around my map sometimes I can see right thr...  [Read More]
Posted in: Models
 lauser
05-22-2004, 1:46 AM
#7
hgwall, there is no need to clip perfectly. Just make a square or even a physics brush with four sides or even six to clip a tree or any model. There is no possible way that you can tell how well a model has been clipped ingame UNLESS it's WAY off th...  [Read More]
Posted in: File accociations
 lauser
04-28-2004, 11:50 AM
#1
I know this is a little off topic but I thought I would post here in case anyone else has encountered this: I need to know why windows will not accociate my shader files with NOTEPAD. I had a friend get rid of some virus crap on this comp yesterday...  [Read More]
Posted in: water problem solved, now fog problems arise
 lauser
04-08-2004, 9:15 PM
#6
Hmmm, that really doesn't make sense you are right. Then again...game developers don't make sense sometimes.:p...  [Read More]
Posted in: water problem solved, now fog problems arise
 lauser
04-08-2004, 3:41 PM
#4
Wade, it's called JK2. He has stated JK2 S/P. And since no one goes into the JO forum anymore this is the next best place. I know other mappers that post in JO forum and never get a response. Using fog in JK2 you have to do it the same as water. JA i...  [Read More]
Posted in: problems with water
 lauser
04-08-2004, 3:37 PM
#9
Interesting Wade. Doing that in JK2 has always resulted in solid water for me. This is obviously not the case for JA....  [Read More]
Posted in: Before Posting, Read This For Most Errors!
 lauser
06-04-2004, 3:30 PM
#15
I have a couple of errors not listed. YES...I did a thorough search on GOOGLE first. Please let me know if you find any info on these ERRORS: WARNING: Unknown q3map_alphaMod method: dotproduct2 This error is a shader error in another PK3. Just get...  [Read More]
Posted in: A rolling stone?
 lauser
06-01-2004, 12:25 AM
#20
I'm also trying to do the same thing here. I want the rolling objects to be triggered and then roll down to a final destination. Then I want those objects to REspawn at the top again. I'll have a look at the tutorials here and give it a try...then po...  [Read More]
Posted in: BETA TEST: Bast Castle SIEGE
 lauser
06-09-2004, 2:22 AM
#175
Hello again Monsoon. I'm still working on Endor. Although now it's a CTF Tactical as I just do NOT have the time to SIEGE it. But it is READY for SIEGE gametype. I have all the tree models tweek'd and ready. I have the objectives ready but will be FF...  [Read More]
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