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.
 

codja

Latest Activity

Posted in: Splines in GTK1.4
 codja
02-24-2004, 9:40 AM
#5
Some more information regarding splines: http://207.38.1.103/simland/ldr1_1/splinepaths.htm...  [Read More]
Posted in: Splines in GTK1.4
 codja
02-23-2004, 9:22 AM
#2
Any takers?...  [Read More]
Posted in: Splines in GTK1.4
 codja
02-21-2004, 7:34 AM
#1
I've just installed GTK 1.4 and noticed there is a completely new toolbar, with one of the buttons saying "splines" I was wondering if this is like the 3dsmax splines where you can create curved paths. I'm starting work on a train system...  [Read More]
Posted in: Seriouse Fps Trouble
 codja
02-21-2004, 2:39 PM
#23
I'll give it a go tonight when I get home, but i'm pretty sure i'm right. If not, then my apologies in advance but I hope we can agree that detail brushes are ignored by VIS, hence the faster compile time. So, when are we going to get started on are...  [Read More]
Posted in: Seriouse Fps Trouble
 codja
02-21-2004, 2:26 PM
#21
Detail brushes were originally created for the Quake2 engine so id could add a lot of detailing without adversely affecting the compile times of the maps. Detail brushes do not become part of the final visibilty matrix - hence the faster compile ti...  [Read More]
Posted in: Seriouse Fps Trouble
 codja
02-21-2004, 2:07 PM
#17
Detail brushes don't cast shadows as they are not included in VIS process, so the LIGHT stage just passes the light through the brush - that's what I meant by liking my shadows. If the brushes are small, many sided or have funny angles, then I gener...  [Read More]
Posted in: Seriouse Fps Trouble
 codja
02-21-2004, 12:33 PM
#15
If they're used carefully they should be okay, but as VIS doesn't take them into account when compiling, the engine can see straight through them, but you know that already. I personally prefer to make as many brushes structural as possible - I don'...  [Read More]
Posted in: Seriouse Fps Trouble
 codja
02-21-2004, 12:06 PM
#13
[off topic] Are you Darksaber from XWAlliance Upgrade? If so, cool, if not, then cool anyway. [on topic] Are you caulking all the non-visible sides of your brushes? This helps the engine draw less polygons. Also, I thought detail brushes helpe...  [Read More]
Posted in: Turn the NPC (or changeing its angle)
 codja
02-24-2004, 9:13 AM
#18
Maybe you should use Behaved and click and drag things until you get the desired effect. The trick will be to remember what does what. :) [/B][/QUOTE] Ha ha, Touche! :) I've just learned how to do something as i've needed it - it's just getting th...  [Read More]
Posted in: Turn the NPC (or changeing its angle)
 codja
02-23-2004, 8:00 AM
#16
I'm not that bad at art, and pretty good at visuallising stuff - with maps and shaders you can see your results almost straight away. To me, scripts are just a load of lines of text that I can barely follow. I've just got the latest version of GTK t...  [Read More]
Posted in: Turn the NPC (or changeing its angle)
 codja
02-21-2004, 12:48 PM
#11
Originally posted by lassev You wish... I don't wish - I know! Scripting is the only thing I have no idea about - shaders, skinning, architecture is all fairly straightforward but scripting seems like a secret black art that only the initiated hav...  [Read More]
Posted in: Turn the NPC (or changeing its angle)
 codja
02-21-2004, 11:03 AM
#9
Once I have the knowledge of scripting, my power over JKA will be complete! Mwaah Hah Hah!! Sorry....  [Read More]
Posted in: Turn the NPC (or changeing its angle)
 codja
02-21-2004, 8:09 AM
#5
Sorry, it didn't read his post properly - cutscenes are a bit above me at the moment...  [Read More]
Posted in: Turn the NPC (or changeing its angle)
 codja
02-21-2004, 7:46 AM
#3
Yeah, just select the entity (shift+left click), press "n" and you'll see the angle buttons at the bottom of that window...  [Read More]
Posted in: The Challenge of Mos Espa
 codja
02-21-2004, 7:14 AM
#11
I think it's a good start, but isn't Mos Espa supposed to be on Tatooine?...  [Read More]
Posted in: A good site that has lots of JA map objects?
 codja
02-21-2004, 7:25 AM
#4
www.jk2files.com and www.lucasfiles.com have got a ton of stuff too. Good Luck with your map!...  [Read More]
Posted in: Galaxies anything Tatooine screenshots wanted
 codja
03-04-2004, 10:50 AM
#6
I find it helpful when designing town or city layouts to have a focal point at the centre - some where that the town has grown outwards from. The best example of this is in the EP IV special edition where it shows the crashed spaceship that Mos Eisle...  [Read More]
Posted in: Galaxies anything Tatooine screenshots wanted
 codja
02-21-2004, 8:56 AM
#2
You can have a look on the Lucasarts website - they've got loads of screenshots of Anchorhead from Knights of the Old Republic. Alternative, just do a google image search for tatooine - that'll bring up loads of pictures. You can also try searching...  [Read More]
Posted in: snow
 codja
02-21-2004, 6:50 AM
#8
Yeah, i'm only using inside brushes, but I think you're right with those texture paths - I've managed to get gtk1.4 onto my pc last night and it seems to be okay. Strange really - I looked up the inside/outside shaders directly from the pk3 files, s...  [Read More]
Posted in: snow
 codja
02-20-2004, 2:18 PM
#6
I can't seem to get the weather working either. I've placed my inside brush, snapped to the 16 unit grid. Around this i've placed my weatherzone brush which i've converted to an enitity using =>misc_weatherzone. The problem is the same - the wea...  [Read More]
Posted in: A groovy NPC problem
 codja
10-08-2003, 8:12 AM
#12
yeah, I downloaded the scripts pack from your link and found it in the spentities.def. It's obvious now, but with the old def file it seemed like a mission. Anyone, nice one...  [Read More]
Posted in: A groovy NPC problem
 codja
10-07-2003, 11:13 AM
#10
yeah, i've just downloaded it now and am having a look at it now. I'm problems inserting a custom npc through radiant - have a look at the link: http://www.lucasforums.com/showthread.php?s=&postid=1333706#post1333706...  [Read More]
Posted in: A groovy NPC problem
 codja
10-07-2003, 11:01 AM
#8
where can I get the new entities.def for JA?...  [Read More]
Posted in: New Force Move
 codja
10-01-2003, 6:42 PM
#12
The matrix dodge seems to work when anything is shot at you, not just sniper fire. The 50 force point hit for using it is a bit steep though. Does anyone know any more "secret moves" that are out there? What moves does anyone think would b...  [Read More]
Posted in: New Force Move
 codja
10-01-2003, 6:20 PM
#9
if the speeder is level by your side, jump+strafe will jump Jaden over to the other speeder bike and push the current rider off, like Luke in Return of the Jedi. It's on one of the other threads somewhere - all we need now is an Endor level and some...  [Read More]