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.
 

master_thomas

Latest Posts

Page: 4 of 14
Posted in: Colosseum WIP
 master_thomas
05-17-2003, 1:27 AM
#11
I wish I could do nearly as good as that. Just...amazing. The flower petals (those are what the red things are coming out of the sky, right?) are modified snow, aren't they?...  [Read More]
Posted in: Kakariko Villiage (WIP)
 master_thomas
05-18-2003, 3:27 PM
#6
Yes, I noticed that too, but forgot to mention it. How can the player get up there? Are you going to make any other Ocarina of Time levels? Any updates? It looked mostly done by those pics, which were taken a while go....  [Read More]
Posted in: Kakariko Villiage (WIP)
 master_thomas
05-10-2003, 12:49 AM
#3
OMG that looks identical to Kakariko Village! That is a great recreation. You should be proud....  [Read More]
Posted in: Exhibit A, the Hull Breach
 master_thomas
05-01-2003, 11:19 PM
#4
Nice work, Wedge. You really are a great mapper. Some of the lights in the corridor somehow give a derelict appearance. The walls make the light look kinda smokey (of course, that may be my filthy screen, my nephew is always wiping is hands on it)....  [Read More]
Posted in: WIP: Via Jedi Trilogy
 master_thomas
05-02-2003, 12:25 AM
#5
So Louis, the hangar still is huge (he has a thread at JK2review). Still looking good, but you need to be careful of FPS, with large areas not split up into nodes, you will have trouble. Especially with the reflective floor....  [Read More]
Posted in: Intimidation to the 10,812th power
 master_thomas
04-27-2003, 1:19 AM
#16
Why must so many people be so much better than me?...  [Read More]
Posted in: Cloud City
 master_thomas
05-15-2003, 9:57 PM
#23
Originally posted by Eike Legien I think I release a SP and MP level of it.:saberr: That's what we are counting on. Please, Eike. Release it for SP at least. So, any updates?...  [Read More]
Posted in: Cloud City
 master_thomas
05-13-2003, 8:31 PM
#21
Make it so if you fall in, you get hurt. If you die, you see a cutscene of a carbonite block with the human indentation rise up. Then, since your dead, the Kyle has died screen will come up and the player can restart....  [Read More]
Posted in: Project Lighthouse (SP)
 master_thomas
05-12-2003, 8:47 AM
#32
Interesting idea. I like what I hear from Kengo....  [Read More]
Posted in: Project Lighthouse (SP)
 master_thomas
05-01-2003, 7:42 PM
#28
Sorry, I over exaggerated on alot of things; I don't know why. I have two main projects. When I do my rare detail brushing, I do alot of it. Therefore, I get decent compile times. Only a maximum of, like, two faces lack caulk. I use hollow and merge...  [Read More]
Posted in: Project Lighthouse (SP)
 master_thomas
04-30-2003, 8:10 PM
#23
And please finish this level, too many great levels aren't finished because mapers are such perfectionists! Yes Kengo, how many times did AKPiggot threaten to cancel the map in the last two months ( not perfectionism, but terrible errors)? I, howe...  [Read More]
Posted in: I like pie.
 master_thomas
05-07-2003, 11:11 PM
#74
Oh yes, I think I've heard you say that. It doesn't seem to fit the design, but the name sounds good and the level looks awesome....  [Read More]
Posted in: I like pie.
 master_thomas
05-05-2003, 12:25 AM
#72
Still looking good, Truthful Liar. Your work is inspiring. Oooooohhh looks like it's lit with neon lights. Pretty.:p Question: What is the actual name of the map? Is it "I Like Pie", is it mentioned somewhere in this thread, is it still u...  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-21-2003, 12:24 AM
#175
Here, I've tried this: affect ( "crashfighter", /*@AFFECT_TYPE*/ FLUSH ) { task ( "crash" ) { move ( $tag( "tmfighttag", ORIGIN)$, 1000.000 ); rotate ( < 4320.000 0.000 0.000 >, 1000.000 ); } do ( "crash&quo...  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-19-2003, 9:49 PM
#173
Well, usually, the problem is max_map_lightgrid array, which is fixed by adjusting he gridsize. I ran another compile and it has gone for 2 hours on a test quality compile. Passage portal flow ...9.... Portal flow takes by far the longes: about 2 h...  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-17-2003, 1:21 AM
#171
I used BSP monitoring. No leaks. I turned 5 brushes into details and now it takes two hours to get to passage portal flow ...0...1...2...3...4...5...6...7...8... A little better, but still very annoying. I tried slightly changing the script, but I n...  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-15-2003, 10:05 PM
#168
Bad news :( Rotation of tie has never worked. I'm having compile time trouble. It spent 2 hours on passage portal flow ...0...1...2...3... Either something I added is making 2000 nodes or there's ome osrt of error. It's been slow for a while....  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-10-2003, 12:47 AM
#166
Now that I think of it, i had a "max_map_lightgrid array", which caused fullbright. It's fixed now. To make it more interesting, I am currently making a tie fly across screen, spinning out of control, followed by an X wing, which had just...  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-07-2003, 11:07 PM
#164
Needs some work, but here it is: http://www.massassi.net/ec/images/10983.jpg I need to make it look a little better. It's also sometimes hard to read....  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-07-2003, 9:30 AM
#163
It will be released soon, but I'm getting less and less time to work because my sister is working later (using the computer longer) and I have more and more homework. I've added sort of a trademark thing. It's a cutscene. I will get a picture soon....  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-05-2003, 9:32 PM
#161
red_flare is giving me errors. It appears to be an effect, but I can't get the movement of the fx_runner to sync with the movement of the ships. The sound is in and I put nice little fadeouts before the battle, before the player takes over during th...  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
05-01-2003, 11:27 PM
#160
Okay, I've gotten back to work on #1 and finished the sniper stormies and the camera is more dynamic. Now, I just need the engine noises and I wanted to add thuster flares. Flare shader?...  [Read More]
Posted in: The Attack on Yavin series(SP)
 master_thomas
04-29-2003, 5:39 PM
#159
No, it is actually Bespin, even though it looks imperial (they've been rebuilding to suit their needs). I'm working on four maps. Myhouse, Attackonyavin1, 2, and 3. Sorry I haven't been posting as often. My sister has to use the computer half the d...  [Read More]
Posted in: AttackonYavin:Part1
 master_thomas
05-07-2003, 9:23 AM
#18
Sorry I haven't posted in a while. The reason the cutscene does that is because there are three missing scripts. There is no lighting on any of the ties? What do you mean?...  [Read More]
Posted in: Let's see if I can pull this off...
 master_thomas
04-28-2003, 8:34 AM
#125
At least MP conversion could be that easy. In SP, you could have 1000 entities to replace.:( Still, the architectre is pretty much the hardest thing to do....  [Read More]
Page: 4 of 14