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|GG|Carl

Latest Posts

Page: 2 of 15
Posted in: No Worldspawn in map
 |GG|Carl
05-09-2004, 11:29 AM
#2
Try to open a new map and import the broken one....  [Read More]
Posted in: Sand_creature in MP?
 |GG|Carl
04-18-2004, 5:01 PM
#7
Yeah i knew that, but what if I wanna spawn it in the map so it's there when you start playing?...  [Read More]
Posted in: Sand_creature in MP?
 |GG|Carl
04-18-2004, 8:02 AM
#5
Originally posted by stride Ive played around with the sand creature in MP before. There is a little invisible nodge thing you can jump on and bounce on and stuff. You can tell where it is becuase it has a little shadow on the ground. If i remember...  [Read More]
Posted in: Sand_creature in MP?
 |GG|Carl
04-17-2004, 1:21 PM
#1
Does anyone happen to know if there is any way to get the sand_creature into an MP map? NOTE: I'm trying to make this (http://www.lucasforums.com/showthread.php?s=&threadid=113618) (2nd post). :D...  [Read More]
Posted in: spiral staircase
 |GG|Carl
04-13-2004, 3:58 PM
#4
This one (http://www.cydom.freeserve.co.uk/jk2web/spiral_stairs.htm) is even more simple than the other ones. (enen though it ain't as cool as the other ones)...  [Read More]
Posted in: Making skins seem 'transparent'
 |GG|Carl
05-09-2004, 11:40 AM
#5
Originally posted by IG-64 Make a GIF with transparency. Or .tga would be even better......  [Read More]
Posted in: Making skins seem 'transparent'
 |GG|Carl
04-13-2004, 3:44 PM
#3
This shader file should get you what you want: models/players/<skins name>/<filename> { { map models/players/<skins name>/<filename> blendfunc add rgbGen lightingdiffuse depthWrite } } It makes the whole skin about 50%...  [Read More]
Posted in: Wade-v
 |GG|Carl
03-21-2004, 9:14 AM
#3
Originally posted by Druid Bremen :xp: But seriously, this has pretty much nothing to do with mapping; its an apology. This should be posted in the Requests thread: Requesting Wade's Apology. Now that would be cool! A PM would have been even better...  [Read More]
Posted in: Before Posting, Read This For Most Errors!
 |GG|Carl
03-23-2004, 1:53 PM
#9
In case you have an error which ain't listed above, try this (http://files.volved.com/qsr/qoole250_cd/rust/tutorials/errors/). Originally posted by JeeMonkey hey, in regards to changing the name of the thred to "read this first", i was n...  [Read More]
Posted in: Help **error** MAX_TW_VERTS
 |GG|Carl
03-18-2004, 3:14 PM
#4
Originally posted by |GG|Carl I've recieved this error twice, once the problem was that I had used the clip tool way too much on a brush. The other time the problem was that I had put a lot of bevels and cylinders in a pretty small area. "Max...  [Read More]
Posted in: Check out my new skin
 |GG|Carl
03-14-2004, 7:51 PM
#6
Very nice skin! Only one thing: The hair looks a little like a helmet or something, because it becomes a very sharp line where it starts, if you know what I mean... But I know, the hair is always the hardest part to skin. I actually never thought...  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
05-09-2004, 11:34 AM
#13
I finally know what the problem is! I wrote "developer 1" in the console while testing my map, and this message started to show up 30 times per second: CL_GetSnapshot: truncated 308 entities to 256 I think this explains it all, all entit...  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
04-08-2004, 10:01 AM
#12
Originally posted by Codja X I get a very similar problem with the narshada/plant.md3 - the pot or base of the plant shows up, but the actual foliage does not, even though it casts shadows! I have seen this as well, and I it's think the models wich...  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
03-31-2004, 3:03 PM
#10
I've done it lots of times already :(...  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
03-30-2004, 2:20 PM
#8
I have noticed something; all entities which are situated outside a specific area get invisible! Like this: <-Invisible stuff-> ---------------------- | | | | | | | | <--Specific area | | | visible stuff | | | | | | | | | | | ----------...  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
03-21-2004, 5:11 PM
#7
Originally posted by WadeV1589 You run brush clean up yet? It could be a rogue brush stretching through the map causing it. Yeah, I've done it. I guess I'll just have to try vis-compiling....  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
03-21-2004, 12:39 PM
#4
:snear: So, you think it has something to do with vis? Sounds likely, I'll check it up. But wait sec., how can it have anything to do with vis when I'm not even making a vis-compile? :confused:...  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
03-15-2004, 3:20 PM
#2
*bump* I've done some research, and this is what I've found out: 1. The func_doors/func_usables/func_statics/func_breakable which get invisible are situated in a specific area of the map. It seems like inside this area, all Func_blahblah get invi...  [Read More]
Posted in: Brushes and stuff get invisible...
 |GG|Carl
03-13-2004, 11:58 AM
#1
When I do a "BSP -meta" -compile, all these stuff are getting invisible when I try it ingame afterwards; All brush faces with the texture "colors/white2" on them. Some func_doors. Some func_usables. A func_static (http://www.luca...  [Read More]
Posted in: Neighbourhood Map (Mp)
 |GG|Carl
05-09-2004, 11:47 AM
#11
I've actually been thinking of making my own house as a JK map, sadly It'd make a pretty small FFA map:( But maybe Duel :) However, your map looks cool, keep it going....  [Read More]
Posted in: A rolling stone?
 |GG|Carl
04-12-2004, 12:42 PM
#15
Finally I think I understand... This is what it''s supposed to look like, right? //Generated by BehavEd rem ( "the rolling stone!" ); affect ( "stone2", /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < 1440.000 0.000 0.000 >, 27000...  [Read More]
Posted in: A rolling stone?
 |GG|Carl
04-12-2004, 12:07 PM
#13
But then it won't rotate, right?...  [Read More]
Posted in: A rolling stone?
 |GG|Carl
04-12-2004, 10:28 AM
#11
Thanks a lot man! I guess the script works now, but still the same problem as before, The stone spawns invisible in the middle of the map when I run the script... I'll tell you exactly what I'm doing: I have created a func_static with an orgin br...  [Read More]
Posted in: A rolling stone?
 |GG|Carl
04-10-2004, 10:39 AM
#9
This is what the script looks like right now: //Generated by BehavEd rem ( "the rolling stone!" ); affect ( "stone2", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 0.001 ); move ( $tag( "stone2spot2", ORIGIN)$, < 360.000 0.00...  [Read More]
Posted in: Max_map_nodes
 |GG|Carl
03-28-2004, 4:06 PM
#8
For future reference: MAX_MAP_NODES = The map is too big. Simplify, make it smaller, or split it up....  [Read More]
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