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.
 

Scarlett

Latest Posts

Page: 1 of 1
Posted in: Sabers
 Scarlett
04-10-2003, 8:20 PM
#12
...what i've got is whatever you want ;) All i want in return is for you to show me how you did some of the things for MotF.. coding stuff, you know....  [Read More]
Posted in: Sabers
 Scarlett
04-10-2003, 10:57 AM
#9
Originally posted by razorace You interested in doing some gfx work for MotF or the community in general? Hmm...not really, i have enough of my own things to work on. But i'd be willing to share some of my work, if you really wanted..provided i go...  [Read More]
Posted in: Sabers
 Scarlett
04-10-2003, 4:11 AM
#5
If you're going for movie accuracy, the lightsabers are definetly something that needs work. Here are the ones i'm working on, maybe just to give you some inspiration, or a sense of direction if nothing else... http://blackearth.homestead.com/files/...  [Read More]
Huh.. alright then. Yeah, i'm making a new skeleton with anims. I just noticed that it'll only error out if there're multiple bone roots.. so what you've meantioned must be the reason for that. Is that version of Carcass the same as the one from the...  [Read More]
The complete error: .. (adding new bone - index 6 = Head Bone 7 ("Root") exists more than once in this file, bad skeleton! Does anyone have any clue at all as to what causes this? The issue is clear enough, but why is this an issue in the...  [Read More]
Posted in: MD3 to GLM
 Scarlett
07-11-2004, 7:13 PM
#3
As long as you don't intend to have a skeleton for the model, it is very straight forward. You're doing it correctly, DeathKnight, but in order to convert to Ghoul2 the MD3 can only have one frame in it (as an md3View error message should say when yo...  [Read More]
Well, it's nothing like Havok or anything.... ;) But, basicly it just ensures that the particle actually collides with solid (like it's suppose to). Since without them, they tend to skip thru if it's velocity is high enough. Which really sucks in my...  [Read More]
Just wondering if anyone knows of a solution to this. If expensive physics are enabled for an effect it causes an in-game crash when it gets processed. This wasn't an issue at all in JKII, so maybe Raven broke something since then.. or maybe it's jus...  [Read More]
Posted in: Is it necessary to have .net to compile?
 Scarlett
04-03-2004, 7:07 PM
#3
Great. I don't suppose you could tell me how to do that... Visual C++ doesn't seem to recognize any of the JA project extensions, so.. is there a third-party tool for that or something? Edit: And just to answer my own question, since you obviously...  [Read More]
Posted in: Is it necessary to have .net to compile?
 Scarlett
04-03-2004, 2:48 PM
#1
Well, i finally got Jedi Academy, so now i'd like to port all my JKII code to it so i can use all those new sexy ghoul2 traps. However, the MakeAMod.txt assumes Visual C++ 7.0 but i only have 6.0... can it still be done (without Linux.. that is)? I...  [Read More]
Ah, alright, great. Where does the shaderlist.txt file go though? In 'Shaders' or 'Scripts' or ....? I've tried it in both, neither seem valid... Edit: Nevermind, for some reason they have the colon ( ";") set up to break the line, which i...  [Read More]
I've just switched over to using q3map2, from sof2map... so i'm a bit confused about how to setup my shaders. Since Raven games use the Shaders path, and Quake III used the Scripts path (i believe), it also used a shaderlist.txt which would specify a...  [Read More]
Posted in: Tracing for air....is it possible?
 Scarlett
10-05-2003, 11:10 AM
#1
The title basicly says it all... i need to trace for air, or non-solid contents. There doesn't seem to be a contents type for it...unless there's just some way to invert CONTENTS_SOLID. The trace starting origin has to start in solid and then i have...  [Read More]
Posted in: ShaderEd Crashes ALL THE TIME!!!!
 Scarlett
10-12-2003, 6:40 AM
#8
I've had the same problem, though i don't use i too often.. only when i need to see the result of blending functions. But set the ShaderEd2 program into Windows 2000 compatibility mode (right-click the file, go to Properties, in the Compatibility tab...  [Read More]
Posted in: OJP (Open Jedi Project)
 Scarlett
09-27-2003, 7:19 PM
#72
Alright, i can see your point about having different builds, Renegade, rather than all the options... i didn't think about some of those things. But let's just limit it to two, eh? One for enhancements alone and another of additions and the enhanceme...  [Read More]
Posted in: OJP (Open Jedi Project)
 Scarlett
09-27-2003, 6:35 PM
#63
Actually, my idea I was thinking about would be to possibly have a couple of different versions. I don't really like that idea. It seems like it'd be best to just keep everything in one version. As long as any beyond-patch gameplay changing aspects a...  [Read More]
Posted in: OJP (Open Jedi Project)
 Scarlett
09-27-2003, 6:39 AM
#46
Just some input: About the whole credit issue. I think we shouldn't be so egotistical about it... i say screw it. Sure a credits list for the project is desirable, but if someone uses our work i don't think we should be so insistant on them giving t...  [Read More]
Posted in: OJP (Open Jedi Project)
 Scarlett
09-25-2003, 12:13 AM
#20
If you've contributed some good and worthwhile stuff to the OJP, then you get to become a member who can potentially 'produce' an OJP mod. I'm not interested in "producing" a mod based on this, i'm working on my own. I was just wanting to c...  [Read More]
Posted in: OJP (Open Jedi Project)
 Scarlett
09-24-2003, 3:07 PM
#16
I don't really have any input to give as to how this whole thing works (right now anway).... but i think it's a great idea. I'd love to contribute to this. Razor suggested i dontate my effects work to it, so i'll do that. I'd also like to work on mat...  [Read More]
Posted in: portak skies
 Scarlett
07-06-2003, 1:03 AM
#9
Portal skies are skies that are rendered by the engine, instead of just using textures. Morrowind's skies for example are what one could consider a portal sky. There isn't really all that much of an advantage to it, unless you're going to be doing da...  [Read More]
Page: 1 of 1