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rgoer

Latest Posts

Page: 2 of 4
Posted in: The RichDiesel University Tutorial Questions Thread.
 rgoer
08-16-2003, 6:04 PM
#765
Anything purported to be "real time" radiosity can not possibly be anything but a clever hack--however, "how it looks" is all that matters in the CG business, so a clever hack might be just fine. Something akin to quake's fake dyn...  [Read More]
Posted in: The RichDiesel University Tutorial Questions Thread.
 rgoer
08-12-2003, 8:55 PM
#757
Sorry Emon, but if you're going to post so arrogantl^H^H^H^H^H^H^H^H^H often claiming to be "intimately familiar with the engine," it would behoove you to avoid making such an ignorant statement as "Jedi Academy has real dynamic lighti...  [Read More]
Posted in: those one kind of textures...
 rgoer
02-02-2004, 5:23 AM
#2
http://shaderlab.com/q3map2/shader_manual/...  [Read More]
Posted in: Custom Textures
 rgoer
02-01-2004, 12:26 AM
#3
http://shaderlab.com/q3map2/shader_manual/...  [Read More]
Posted in: sigh, this is really agrivating
 rgoer
02-07-2004, 10:30 AM
#13
MAX_MAP_VISIBILITY is (as others have pointed out) a compiler error. If you post your problem (with a detailed, but not over-verbose description) in either the official q3map2 support forum (http://www.splashdamage.com/index.php?name=pnPHPbb2&fil...  [Read More]
Posted in: Easy Gen, errors
 rgoer
01-28-2004, 6:49 PM
#9
Are you using the new templates?...  [Read More]
Posted in: Easy Gen, errors
 rgoer
01-28-2004, 3:44 PM
#6
And the pcx file can be wherever the hell you want it to be, just make sure you put the correct path into the "alphamap" key in your terrain entity. "alphamap" "alphamap.pcx" = alphamap is located at base/alphamap.pcx .....  [Read More]
Posted in: Easy Gen, errors
 rgoer
01-28-2004, 3:43 PM
#5
The "shader not found" thing doesn't hurt your shader, but it is a bug that will affect radiosity (q3map2 -bounce) if you don't fix it. q3map2 uses the editor/lightimage to determine what color of light to bounce, and EasyGen doesn't assign...  [Read More]
Posted in: terrain question
 rgoer
01-26-2004, 2:33 AM
#2
The term "heightmap" is used incorrectly here. The pcx file is just a color index that defines what textures get mapped to what vertexes of the terrain surface (which is just brushwork). It is only used at compile time, so it probably didn'...  [Read More]
Posted in: levelsource forums sponsoring JA duel mapping contest
 rgoer
01-16-2004, 11:20 AM
#7
There will be at least one pack made from this contest... rest assured....  [Read More]
http://www.levelsource.com/phpBB2/viewtopic.php?t=163 Levelsource.com (a mapping community for multiple games) holds monthly mapping contests, and one of this month's contests is for JA duel maps. Feel free to head over there and register if you're...  [Read More]
Posted in: How did raven make that really nice terrain
 rgoer
01-28-2004, 3:51 PM
#8
Sock gives a good tutorial on how to make rock walls here (http://www.planetquake.com/simland/pages/articles/rockwall1_1.htm). Megaman also has a good tri-souping tutorial here (http://www.alienculture.net/team/megaman/tutorials/trisouping/index.htm...  [Read More]
Posted in: Twisted 2.0?
 rgoer
09-01-2003, 6:17 AM
#38
Use one of the music files from the JK2 SP game... nobody ever hears them in MP, and since they're already in assets0.pk3 you'll save 3 megs of mp3 space in total .pk3 filesize....  [Read More]
I assume you are the dude that emailed me about this? Radiant will never show the true textures for terrain--that's just not the way the Team Arena terrain system works. The terrain entity (really just a func_group) is textured with one texture (&quo...  [Read More]
So let's see some shots of what your working on, now that you've got it figured out!...  [Read More]
Ah--yes. Terrain should always, always, always be detail brushes. Never structural--terrain made of structural brushes would rape your comp during VIS compile. However, since the terrain is detail, you need a structural "caulk hull" around...  [Read More]
Screenshots? That would really help me diagnose what's going on immensly......  [Read More]
No, it needs to be "textures/common/terrain" Look up in the tutorial--when it came time to export the "Terrain Entity," you told it to texture it with "common/terrain." That's what this shader is for. "common/terra...  [Read More]
Did you add "rocky" to shaderlist.txt before you compiled? And did you "sv_pure 0" before you devmap'ed your map?...  [Read More]
the "best" compile in q3map2 would look something like this: bsp -meta; vis -fullvis; light -fast -patchshadows -samples 3 -samplesize 1 -bounce 8...  [Read More]
You can use q3map2 without using GtkRadiant. You can download the latest version of q3map2 (version 2.5.6) here (http://shaderlab.com/q3map2/2.5/q3map_2.5.6_win32_x86.zip). Then download q3map2toolz (http://lum-chan.bbox.org/moses/files/q3map2toolz_s...  [Read More]
Keep in mind that "tutorial" was just the example name I used for the tutorial above. Your .shader file should be called <yourmap>.shader (or whatever naming convention you follow when mapping), where <yourmap> is the name of th...  [Read More]
No prob; always happy to help....  [Read More]
Before we get started, class, will all students please make sure they've downloaded EasyGen (http://digilander.libero.it/ilbanca/files/EasyGen_v142.zip) for me? Thanks, that's a big help. Also, take some time to familiarize yourself with the EasyGen...  [Read More]
Originally posted by JDKnite188 ...Oh btw, that skybox is nice, but I can see block edges in it. Try to get a more detailed one...Tell it to Raven Soft--it's one of theirs. Like I said: this was just a proof-of-concept map. When I get around to usin...  [Read More]
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