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GothiX

Latest Posts

Page: 3 of 30
Posted in: Smoke/Fog trouble.
 GothiX
09-03-2004, 7:33 AM
#7
That shouldn't matter. Remember when using Q3-engine fog, always use rectangles.. other shapes tend to fvck up....  [Read More]
Posted in: Now for something alittle different...
 GothiX
09-08-2004, 11:04 AM
#25
Originally posted by wedge2211 And I still say that you should cut the arches out of this shot... especially when you have these floating-block arches. Maybe add beams in the other shot, because the patchwork in the first is way too fvcking sexy to...  [Read More]
Posted in: Now for something alittle different...
 GothiX
09-08-2004, 3:16 AM
#23
Go for it, see if you can create it. If not, though luck. :p...  [Read More]
Posted in: Now for something alittle different...
 GothiX
09-07-2004, 9:57 PM
#21
Shot0129 is still the most sexy thing ever....  [Read More]
Posted in: Now for something alittle different...
 GothiX
09-04-2004, 8:28 AM
#17
Absolutely awesome skybox. <3 I agree with lasse though, it's a bit overkill....  [Read More]
Posted in: Now for something alittle different...
 GothiX
08-25-2004, 2:39 PM
#9
With alphamod fog, you can get a seamless transition from fog to sky, which allows you to build multiple towers nearby, without obvious edges, or anything unrealistic. portal skies are only good for adding to the skyboix image itself, imo....  [Read More]
Posted in: Now for something alittle different...
 GothiX
08-24-2004, 6:05 PM
#7
With alphaMod fog, you can save the effort, lag and lighting inconcistancy of a portal sky....  [Read More]
Posted in: Now for something alittle different...
 GothiX
08-24-2004, 3:20 PM
#5
I love it. Go for a skybox with alphaModded fog and you've got something really nice ahead....  [Read More]
Posted in: Lights are Super Frustrating
 GothiX
08-21-2004, 3:43 PM
#22
Remember that water is fog....  [Read More]
Posted in: Lights are Super Frustrating
 GothiX
08-16-2004, 6:15 AM
#17
Patch bogus and leaks don't affect lightmaps, nor does MAX_MAP_VISIBILITY. We al know what the last two errors are, the first one is more tricky. Patch bogus happens when you create a patch without an actual volume, which occurs when you try to hit &...  [Read More]
Posted in: Lights are Super Frustrating
 GothiX
08-15-2004, 4:02 PM
#15
Ambient light sucks more than all of wedge's maps combined *ducks to avoid incoming axe*, hence you should never use it. "WARNING: Hit per-surface style limit (4)" says you have more than four switchable lights on one map triangle....  [Read More]
Posted in: Lights are Super Frustrating
 GothiX
08-15-2004, 2:52 PM
#13
Next time I see someone posting that, I'll strangle him....  [Read More]
Posted in: Lights are Super Frustrating
 GothiX
08-15-2004, 2:26 PM
#11
Don't make those lights switchable. Switchable lights count as lights with lightstyles....  [Read More]
Posted in: Wip: Muunilinst
 GothiX
09-06-2004, 7:53 AM
#34
Originally posted by Codja X It's the light stage that kills my compile times - bsp and vis take about 3 minutes and the rest is all the light phase:roleyess: Same goes for TTF. What compile switches are you using?...  [Read More]
Posted in: I want to get started mapping/modding/etc.
 GothiX
08-08-2004, 3:41 PM
#4
Mapping for JA isn't worth it anymore....  [Read More]
Posted in: The millionth sky shader problem..
 GothiX
07-26-2004, 7:42 AM
#4
Meh, I thought it'd be pretty obvious that the said 'scene' exists of what is drawn at that moment....  [Read More]
Posted in: The millionth sky shader problem..
 GothiX
07-26-2004, 6:28 AM
#2
This has been answered many times: A sky is always drawn LAST, as in behind everything else on the scene....  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 GothiX
07-26-2004, 6:26 AM
#13
That's how a foghull works....  [Read More]
Posted in: Fog problem #1,899,473,291 - _foghull
 GothiX
07-25-2004, 1:38 PM
#6
surfaceparm nonsolid in a skyshader? Eh, you'll want to nuke that. Use surfaceparm noimpact instead....  [Read More]
Posted in: Testrin Level development.
 GothiX
07-25-2004, 5:29 AM
#21
Look at Raven's style of hangers, all sorts of machinery, detailed pipes and support struts were added....  [Read More]
Posted in: Testrin Level development.
 GothiX
07-24-2004, 2:03 PM
#17
http://dictionary.reference.com/search?q=detail...  [Read More]
Posted in: Max_map_brushes (32768)
 GothiX
07-18-2004, 8:15 AM
#8
Eh, the filetype isn't handled better in any case, and unless you add a lot of triangles during the conversion to ewither filetype, it really doesn't matter....  [Read More]
Posted in: Max_map_brushes (32768)
 GothiX
07-17-2004, 5:53 PM
#3
Every entity counts towards the brush limit....  [Read More]
Posted in: Peanut Butter!
 GothiX
06-29-2004, 2:39 PM
#16
"Thicken" is a sucky option, it's better to use 4 patches, and mess with the verts a bit. *adds to map* any other requests? :)...  [Read More]
Posted in: Peanut Butter!
 GothiX
06-29-2004, 10:33 AM
#12
Originally posted by Jedi_Vogel If that made sense :o None at all, I'm afraid....  [Read More]
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