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.
 

MDN14

Latest Activity

Posted in: Simplifying Galactic Conquest
 MDN14
07-15-2006, 1:58 PM
#5
probably poor framerates. I have: Athlon 3700+ at 2.2 GHz 1gig of dual channel PC3200 RAM with 2-2-2-5 timings GeForce 7800GTX and in space battles my game will even sometimes get quite bad framerates. I like playing with 6 players, and maybe we ju...  [Read More]
Posted in: EAW: Warlord - 6.0 - Total Mod Expansion
 MDN14
02-11-2006, 6:54 PM
#24
I still get a crash whenever I try to build a level 3 station as zarin....  [Read More]
Posted in: Balance issues?
 MDN14
01-31-2006, 1:59 PM
#2
I think with higher difficulty the computer has a damage multiplier that it gets for all attacks, so it seems like your ships have different stats but really the computer just does a little more damage....  [Read More]
Posted in: WIP: EAW Model Viewer (ALPHA)
 MDN14
01-31-2006, 2:03 PM
#12
I dont know much about how to make thigns like this, but why couldnt you make it so you could export it as a .3ds OR a .obj? Maybe not right away, but maybe in its second release or something at least? That would make alot more people happy....  [Read More]
Posted in: Skinned SSD
 MDN14
01-31-2006, 6:08 PM
#23
There is also that SSD in the Black Fleet Crisis trilogy too ;) Oh, here is some info you might want to read if you think there is only one or two and this should be a unique unit (keep in mind that these are just Executor-class SSDs): * Aggressor â...  [Read More]
Posted in: Editing Weapons
 MDN14
01-31-2006, 1:56 PM
#9
but how would the game know where to put the hardpoints to show the player in game? There has to be something that tells what location to put the hardpoint at. Maybe it uses vectors and the zero point for those vectors is the center of the model?...  [Read More]
Posted in: Starcraft TC for EAW?
 MDN14
02-01-2006, 12:56 AM
#16
Or why not just make up something totally new and base alot of the stuff in it off of the best things from different games, such as starcraft?...  [Read More]
Posted in: EAW:WM - Full - The Warlord Mod 1.3 "Zaarin"
 MDN14
01-31-2006, 6:17 PM
#41
When I try to download it, it says I am not allowed access to that section?...  [Read More]
Posted in: EAW:WM - Full - The Warlord Mod 1.3 "Zaarin"
 MDN14
01-31-2006, 4:34 AM
#36
My game crashes every time I try to build a level 3 space station as Zarin, not sure if it does with rebels or empire or not. Also, it seems like nearly all enemy buildings are invisible and I cant attack them so I have to either retreat or quit the...  [Read More]
Posted in: EAW:WM - Full - The Warlord Mod 1.3 "Zaarin"
 MDN14
01-30-2006, 11:56 AM
#32
we need to look into the planets xml's to see if we can increase the number of pop cap. Yes you can, I use my own edited version of your mod where I increased the pop cap of the planets, you can also change how many bases you can build and what eac...  [Read More]
Posted in: Empire At War Realism mod
 MDN14
02-01-2006, 1:01 AM
#6
thats different though, they flew the falcon inside one of the shafts in the DS and caused the main reactor to collapse. You cant fly the falcon inside a star destroyer to its reactor and blow that up, and in this game you are shooting at the differe...  [Read More]
Posted in: The force
 MDN14
07-14-2005, 4:44 PM
#5
I think tavion meant how does he make it stop appearing on the hud after he uses push on the object....  [Read More]
Posted in: func_usable with an elevator
 MDN14
07-12-2005, 8:16 AM
#3
or if you dont care about having the switch change colors or whatever when you use it, then you could just make the elevator how you can, add the switch, and make the switch part of the elevator and not a func_usable at all. And then just use trigger...  [Read More]
Posted in: Quick Question for the Community
 MDN14
05-24-2005, 12:25 AM
#16
nope, but I hope they finish off all the tutorials and get this up soon :D...  [Read More]
Posted in: Jetpack NPC
 MDN14
05-02-2005, 9:46 AM
#2
it is probably coded into the game that boba fett cant die. Maybe you could use a script that activates after he has taken a certain ammount of damage and it makes him fly away out of the map. I dont know if you could activate a script like that thou...  [Read More]
Posted in: Wall Torches
 MDN14
05-02-2005, 9:47 AM
#2
fx_runner Key: fxFile value: effects/env/fire.efx then just add a light in with the color you want, and if you wanted to you could give it a flickering dynamic light style to make it look more like fire....  [Read More]
Posted in: password
 MDN14
04-30-2005, 10:07 AM
#4
You would probably have to use a whole lot of trigger_multiple brushes, target_relays and target_counters...  [Read More]
Posted in: door script
 MDN14
04-30-2005, 10:06 AM
#4
I would assume that you could set the outer door to target the inner door like you did before, but the other way around. And then have a trigger_multiple target the outer door....  [Read More]
Posted in: door script
 MDN14
04-25-2005, 8:54 PM
#2
You could try making the door target the other door using a "target2" instead of just normal "target". Target2 fires when the door reaches its closed posision, so that measn the other door would open after the first one has closed...  [Read More]
Posted in: bsp to map
 MDN14
03-25-2005, 10:06 AM
#2
http://en.wikibooks.org/wiki/Q3Map2#Introduction...  [Read More]
Posted in: Moving NPCs
 MDN14
04-22-2005, 7:27 PM
#13
They should probably start relatively close to a waypoint. But they probably would....  [Read More]
Posted in: Moving NPCs
 MDN14
04-21-2005, 3:44 PM
#10
It is probably coded into the game to just go to the nearest waypoint and then try to get to the next nearest one and so on. Unless he has a specific script that says to go to a specific navgoal....  [Read More]
Posted in: mapping really BAAAAAAAAAAD :(
 MDN14
12-09-2004, 6:34 AM
#21
I dont think there IS a vehicles.dat in JA. That is only for JK2. In JA all vehicles are done with .veh files and .npc files. And custom weapons are done with .vwp files I believe. You have to dit te .veh file to use your new model instead of the old...  [Read More]
Posted in: Trying to make an RPG kinda mod
 MDN14
11-23-2004, 12:33 PM
#3
I alreayd have looked at those, and made some of my own. That is what I based the .plr file off of. Thanks for the link though :)...  [Read More]
Posted in: JA MD3/ASE File List
 MDN14
01-24-2006, 3:50 PM
#16
is a map model, but it is made out of brushes in the GTK Radiant editor. Basically you make something in Radiant, put a "caulk shell" around the whole thing and compile it, then you compile it again in a different way and you turn it into a...  [Read More]