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GothiX

Latest Posts

Page: 6 of 30
this? (http://www.pcgamemods.com/5223)...  [Read More]
Posted in: All 3 stances in SP
 GothiX
05-30-2004, 11:15 AM
#7
Originally posted by TK-8252 Crow-PwNeD! Seriously, sora, you need to stop relying on the LucasForumsians to answer your many lazy questions in this forum. Use some initiative. Crowned? :p...  [Read More]
Posted in: Large Hills
 GothiX
05-29-2004, 4:46 PM
#3
EasyGen, rather....  [Read More]
Posted in: Need help with GTKRadiant
 GothiX
05-28-2004, 7:47 AM
#3
Ctrl + Shift+ D....  [Read More]
Posted in: Light Leaks Through Doors & Vertical Areaportals
 GothiX
05-29-2004, 5:24 AM
#11
Change the first line in the shader file to "textures/lightblock/lightblock"....  [Read More]
Posted in: Light Leaks Through Doors & Vertical Areaportals
 GothiX
05-28-2004, 10:21 AM
#8
You add the shadername to shaderlist.txt first, and you apply it like you would to any brush. However, you'll probably only need like 1 or 2 sides covered, you can use nodraw for the rest....  [Read More]
Posted in: Light Leaks Through Doors & Vertical Areaportals
 GothiX
05-28-2004, 8:22 AM
#6
I've fiddled around a bit for you; textures/dcg/lightblock { qer_trans 0.5 surfaceparm nonsolid surfaceparm nomarks { map $whiteimage alphaFunc GT0 alphaGen const 0 } } You can use any path for it, and any qer_editorimage if you feel like adding on...  [Read More]
Posted in: Desperately seeking shader help
 GothiX
05-27-2004, 5:53 AM
#2
textures/omfg/redball { { map $lightmap } { map textures/omfg/redball blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR } { map textures/omfg/redball blendFunc GL_ONE GL_ONE glow tcGen environment } } I think you can set the paths right yourself....  [Read More]
Posted in: lighting up a cityscape
 GothiX
05-27-2004, 10:33 AM
#16
Actually, the real sun has half a degree, but what the hell. :p...  [Read More]
Posted in: lighting up a cityscape
 GothiX
05-27-2004, 4:44 AM
#14
Oh, but that's not true. Q3map_SunExt will look a lot better in 99% of all cases. Also, mercenary, by raising the elevation, you'll have less trouble with buildings in the way....  [Read More]
Posted in: lighting up a cityscape
 GothiX
05-26-2004, 5:18 AM
#8
Combine it with q3map_SunExt, it'll look quite a bit better....  [Read More]
Posted in: lighting up a cityscape
 GothiX
05-25-2004, 4:22 AM
#2
Use q3map_skyLight in the skyshader, it'll make the lower area's a bit brighter....  [Read More]
Our animator at TMU is known as "Anakin". Keshire, I think you get my point. ;)...  [Read More]
Posted in: Modder Abuse
 GothiX
05-17-2004, 10:39 AM
#15
Originally posted by Kurgan (and I bet you anything the mod makers who created it aren't making the lion's share of those profits). I believe it was 40% of the profit....  [Read More]
Posted in: brush or patch-mesh?
 GothiX
05-16-2004, 10:22 AM
#8
Beep. (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=1303&sid=ec435c8454c8233ffe307c8be46b4d44) ;)...  [Read More]
Posted in: brush or patch-mesh?
 GothiX
05-16-2004, 7:46 AM
#5
Again, the depends entirely on the situation. If there is stuff next to it, it'll split for T-juns, but generally, they're just as expensive on the polies....  [Read More]
Posted in: brush or patch-mesh?
 GothiX
05-15-2004, 2:14 PM
#2
That depends on the situation, really....  [Read More]
Posted in: Could a relatively low fps be hardware?
 GothiX
05-18-2004, 7:33 AM
#11
Use hinting and areaportaling to keep the tri-count relatively low (like, 15k) and you'll be okay. R_speeds aren't hardware-dependant....  [Read More]
Posted in: Could a relatively low fps be hardware?
 GothiX
05-18-2004, 5:36 AM
#9
Well, 5k really isn't much. I've made maps with over 30k which seemed to run fine....  [Read More]
Posted in: Fog question #5,436,823
 GothiX
05-15-2004, 10:16 AM
#4
I believe Wade posted it somewhere.....  [Read More]
Posted in: Chose a 0 valued axis - without patches
 GothiX
05-15-2004, 2:15 PM
#4
I'm afraid there's no real solution to this problem. It has occured to both me and Wedge several times, and Ydnar himself hasn't been able to say what was causing it....  [Read More]
Posted in: Brushes and stuff get invisible...
 GothiX
05-16-2004, 7:53 AM
#20
The maximum for brush-based entities in JO MP was 256, I don't think that's changed....  [Read More]
Posted in: Brushes and stuff get invisible...
 GothiX
05-15-2004, 2:13 PM
#18
The limit is for func_ entities....  [Read More]
Posted in: WIP: Neo Model
 GothiX
05-15-2004, 8:42 AM
#87
Originally posted by 7th Jedi They've said they won't release any models until the mod is done, but I believe they said they will release a seperate model pack with the models by themselves once the time comes. It was requested, yet not verified....  [Read More]
Posted in: Why not Mark Hamil?
 GothiX
05-28-2004, 4:08 AM
#33
Originally posted by Amidala from Chop Shop The same actress (Jennifer Hale) did both the female Jaden voice in JA and Bastila in KOTOR. The female Jaden voice acting in JA was, in my opinion, really good, especially compared to the male ones.. *sh...  [Read More]
Page: 6 of 30