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.
 

WadeV1589

Latest Activity

Posted in: compiling troubles
 WadeV1589
08-17-2004, 8:38 PM
#8
Wow that's small...but I do see 1 or 2 areas of dense blue lines....  [Read More]
Posted in: compiling troubles
 WadeV1589
08-17-2004, 3:21 PM
#5
Do a BSP only compile. Then go to the plugins menu and load the portal file. Look in the console for the number of portals and post that along with a screenshot of radiant so we can see the portals to get an idea of how bad it is....  [Read More]
Posted in: Invisible brushes from the outside.
 WadeV1589
08-13-2004, 7:45 AM
#15
I'll decompile my map and post it for you to try in JA later today....  [Read More]
Posted in: Invisible brushes from the outside.
 WadeV1589
08-13-2004, 5:58 AM
#13
As I said in my last post, using a combination of area portals and skybox brushes it's quite possible thanks to the games interpretation of it, my map in Elite Force does exactly this to create an invisible corridor that runs alongside one of the mai...  [Read More]
Posted in: Invisible brushes from the outside.
 WadeV1589
08-12-2004, 7:05 AM
#6
Sounds remarkedly like my invisible tunnel in the Meier maps for Elite Force where you can see and shoot out but the tunnel appears totally invisible from outside. I used a hack of skybox and area portal covered brushes to confuse the game into work...  [Read More]
Posted in: I want to get started mapping/modding/etc.
 WadeV1589
08-10-2004, 10:28 AM
#13
Yeah the Q3 engine has finally hit its end-of-days. With HL2, Farcry and D3 there really is no comparison to Q3 anymore. Until Q4 comes along (if ever) I think we'll see less and less games being developed using this aged engine. Won't stop me enjoy...  [Read More]
Posted in: I want to get started mapping/modding/etc.
 WadeV1589
08-10-2004, 7:12 AM
#11
If you've used GTKRadiant, D3Radiant is a breeze. I couldn't believe how easy it was to pick up and use - there's a few things that could do with tweaking like how to select brushes and apply textures. Also D3 has amazing lighting which is fully pre...  [Read More]
Posted in: I want to get started mapping/modding/etc.
 WadeV1589
08-10-2004, 4:56 AM
#9
I agree with GothiX, my reasoning is because it has never really took off enough which is something we all thought may happen. I've started mapping for Doom 3 now because I think there is far more hope for that....  [Read More]
Posted in: trigger_teleport probz
 WadeV1589
08-15-2004, 7:20 PM
#8
My method means you can activate any trigger you want using buttons meaning total control...where does random come in?...  [Read More]
Posted in: trigger_teleport probz
 WadeV1589
08-09-2004, 6:29 AM
#6
How about doing it like this: http://www.stargatemods.com/misc/3-way-link.gif You can repeat the process to add any number of trigger_multiples which act as teleporters because of the target_teleport entity. In the image the 3 'INACTIVE' trigger_m...  [Read More]
Posted in: Mapping in Jedi Academy (HELP, PLEASE!!!)
 WadeV1589
08-05-2004, 1:35 PM
#3
First, search here and other forums first, it has helped me a lot. I'll say that too except much more rudely. SEARCH BEFORE YOU POST! Basically we've covered this god knows how many times, there are links everywhere to everything you need to know th...  [Read More]
Posted in: Hyperspace Effect
 WadeV1589
08-04-2004, 1:28 PM
#4
When did I use...oh you mean in the tunnel when you go through the gate. If you search on google (or on these forums) I'm willing to wager you'll find the sample hyperspace map released by Ravensoft so people can see how to do it....  [Read More]
Posted in: Patch Mesh Woes
 WadeV1589
08-04-2004, 1:27 PM
#18
Originally posted by EvilJedi And my map is so big it's lagging Radiant, it's sooooo slow. I just filtered entities, models and lights and now it's like before. It is a fantastic tool. You have cubic clipping turned on right?...  [Read More]
Posted in: Patch Mesh Woes
 WadeV1589
08-02-2004, 5:40 AM
#10
Have you got patch meshes set to be invisible, I know you said you can re-select or I think I know you said but go into the View menu and check. If you're having major problems re-selecting visible meshes then totally uninstall and re-install Radian...  [Read More]
Posted in: Patch Mesh Woes
 WadeV1589
08-01-2004, 8:56 PM
#4
screenshot of the problem please and screenshot of when you make a patch (or curve being the same thing) and press shift+s. the amount of times i've heard ppl say there's a problem when there isn't about patches is amazing....  [Read More]
Posted in: Patch Mesh Woes
 WadeV1589
08-01-2004, 6:16 PM
#2
shift+s instead of just S to texture and modify the texture of a patch....  [Read More]
Posted in: Easygen terrain and shader problems
 WadeV1589
08-01-2004, 3:08 PM
#4
Before you made the pk3, you did remember to do sv_pure 0 in MP so it read files that weren't in PK3's right?...  [Read More]
Posted in: The millionth sky shader problem..
 WadeV1589
08-05-2004, 1:31 PM
#26
Image not found. And if you think about it, if you can see a room through the skybox then you've designed something wrong anyway because you should be able to see it anyway otherwise it'd be like the tardis! The exception to this are unlinked rooms...  [Read More]
Posted in: The millionth sky shader problem..
 WadeV1589
08-02-2004, 5:42 AM
#22
dude all I see is a mess on a 318x229 image, I can't make anything out! Post at least a 640x480 JPEG....  [Read More]
Posted in: The millionth sky shader problem..
 WadeV1589
08-01-2004, 5:48 AM
#20
Post an image of your map in Radiant, top down so we can see the structure of your map in the area where the skybox is and the other room - label it as well so we can see where the window is and where the room is that you can see through it....  [Read More]
Posted in: The millionth sky shader problem..
 WadeV1589
07-26-2004, 7:31 AM
#3
Gothix you're forgetting one key thing when you're re-iterating that...it's drawn last behind everything you can visusally see. If there is a room behind it that has no connection, hell if there's a 180 degree turn and the vis data blocks off the oth...  [Read More]
Posted in: Sparkies in Bevel caps... ><
 WadeV1589
07-25-2004, 11:48 AM
#12
I didn't miss your point but I think it's still far better to have those 2 extra non-drawn surfaces behind that bevel, we know it works and gives an outcome you expect and allows the lightmap to flow smoothly without any chance of problems....  [Read More]
Posted in: Sparkies in Bevel caps... ><
 WadeV1589
07-24-2004, 5:06 PM
#9
No, you don't need to...you don't need to caulk at all anymore; but should you? Yes. Simple fact is, if you use tidy mapping techniques then any bugs that occur could never be due to sloppy mapping and makes finding errors a lot easier. In short, ca...  [Read More]
Posted in: Adding Vehicles?
 WadeV1589
07-26-2004, 7:33 AM
#6
This is one of those threads where the first reply should have been 'search'...we've been over this several times before....  [Read More]
Posted in: Decompiling?
 WadeV1589
07-22-2004, 1:51 PM
#19
Until Ydnar actually added as much support as is possible, it was....  [Read More]