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WadeV1589

Latest Posts

Page: 10 of 33
Posted in: Shader for LAVA
 WadeV1589
04-04-2004, 3:03 PM
#7
Why the hell did they do that? In EF they had lava and seen as JO was built from EF they surely could've just used their older shader....  [Read More]
Posted in: Shader for LAVA
 WadeV1589
04-03-2004, 8:21 PM
#2
I'm honoured you think I can help but alas I cannot. I don't have JO installed nor do I know where the CD is to re-install! If the lava is broke though then it may indeed be a bad PK3...however someone should post the correct path here shortly and t...  [Read More]
For JA shaders go in base\shaders as you said; shaderlist.txt is still used, if you don't specify a shader file in shaderlist.txt q3map2 will NOT use it for compiling - but JA will still read the shader of course. JA shaders don't use .tga, .jpg or...  [Read More]
Posted in: flying..?
 WadeV1589
04-03-2004, 9:44 AM
#10
textures = no extension models = extension...  [Read More]
Posted in: flying..?
 WadeV1589
04-03-2004, 9:04 AM
#6
Yes, just set the model2 key to a valid model path. BTW Just curious but are you actually waiting for a reply of "Yes"? If so why not just go try ideas before posting? I'm saying this because sometimes I wonder how long people sit around t...  [Read More]
Posted in: Converting a map to jk2 from jka
 WadeV1589
04-01-2004, 4:18 PM
#2
Haven't you tried just compiling using -game jo and seeing if it works? Probably have to copy a few textures but apart from that......  [Read More]
Posted in: No time for timers!
 WadeV1589
04-01-2004, 11:22 AM
#6
I was just about to say, func_static scripted would solve your problems straight away....  [Read More]
Posted in: Moving Objects in Portal Skies?
 WadeV1589
03-30-2004, 4:19 PM
#17
To link one to start at point one and one to start at point two, do just that, ctrl+k one to one corner and bind another object to a second corner. As for model to a func_static, select the model first, then the func_static and ctrl-k them. The mode...  [Read More]
Posted in: Moving Objects in Portal Skies?
 WadeV1589
03-30-2004, 11:48 AM
#14
Except you're going overkill with the entity county to create corners and I don't think the entity turns yet does it? So you end up with a train facing the wrong direction. It's actually really simple to use script. I actually made a test map to dem...  [Read More]
Posted in: Moving Objects in Portal Skies?
 WadeV1589
03-29-2004, 3:25 PM
#10
I set it on the func_train and left the path_corners alone. BTW how about using a func_static and scripting them? Then you can make things move smoothly. As for traffic, I'd be careful if I were you, the one downside to skyportals is they have a la...  [Read More]
Posted in: Moving Objects in Portal Skies?
 WadeV1589
03-29-2004, 1:23 PM
#6
I set speed to 25 the first time I tried it and it worked straight away......  [Read More]
Posted in: 2 questions plz answer
 WadeV1589
03-31-2004, 2:13 PM
#22
Yes...  [Read More]
Posted in: 2 questions plz answer
 WadeV1589
03-30-2004, 4:22 PM
#19
One area portal surface inside the door, other faces of the brush need to be system/skip. It needs to fit the shape of the entrance, the door can be any shape but the area portal must fit to all the brushes Say you had this: _____ |/ \| | | | | T...  [Read More]
Posted in: 2 questions plz answer
 WadeV1589
03-30-2004, 11:43 AM
#17
The areaportal must fit perfectly the shape of the door except in an instance where the doorway uses patch meshes to add curved corners and so on. In this case the door should still be a regular square/rectangle that goes inside the patches. Ugh I'v...  [Read More]
Posted in: 2 questions plz answer
 WadeV1589
03-29-2004, 3:28 PM
#14
lmao....aah Muffy nah it's Ricky :D BTW wedge haven't you wrote that information out in web form somewhere so you can just link to it? Seems insane to repeat it so much....  [Read More]
Posted in: inactive teleporters.....
 WadeV1589
03-29-2004, 10:49 AM
#3
trigger_multiple->target_activate->trigger_teleport trigger_multiple->target_delay->target_deactivate->trigger_teleport Both mentions of trigger_multiple and target_teleport are the same entities, I just wrote them twice to show the 2...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 WadeV1589
03-30-2004, 11:10 PM
#15
"Neat trick: you can make a skybox show through fog as if nothing was in the way by inserting the nofog keyword into the sky shader file right after the surfaceparm statements!" My point was that if you look at a sky surface through a fog...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 WadeV1589
03-29-2004, 5:56 PM
#11
Not really....seen as the general idea behind fog is you can't see through it, would be pointless to be able to see the sky :p Tell you one thing though...ground fog...you can't do that properly in JA without mapping your level so the fog never actu...  [Read More]
Posted in: -=Custom textures=-
 WadeV1589
03-29-2004, 3:27 PM
#7
What I mean is if you allow unpure clients they could for example load a custom .bsp file slightly altered to allow them to move to places where they shouldn't be able to go; they could modify NPC's to make them easier to kill for them on their PC an...  [Read More]
Posted in: Error When Creating Triggers
 WadeV1589
03-30-2004, 4:17 PM
#4
You sure it is just brushes you're trying to create a trigger_multiple of?...  [Read More]
Posted in: [Yes I Searched!] func_plats/switches
 WadeV1589
03-29-2004, 10:50 AM
#6
You mean adding a sound key to an entity such as func_door? You need to use a soundset key instead and specify a soundSet from assets0.pk3\sound/sound.txt...  [Read More]
Posted in: Jka Vehicles
 WadeV1589
04-02-2004, 11:53 PM
#8
Yeah but doesn't that make them respawn once the ship blows up?...  [Read More]
Posted in: Jka Vehicles
 WadeV1589
04-01-2004, 11:26 AM
#6
They respawn when they blow up and so far only when they blow up... One thing you could try though (no idea how it'd affect the game) is place 20 or so NPC_vehicles in exactly the same place, one will spawn fine and then the second that one moves ou...  [Read More]
Posted in: Map tutoriel
 WadeV1589
04-03-2004, 8:23 PM
#26
45-degree joints between brushes that make a 90-degree angle are best, like so: From what I remember 45 degree joins are bad for BSP size and speed; I swear that's true. It's best to make brushes touch in the regular 90 degree way and caulk the face...  [Read More]
Posted in: Big Mapping problem!
 WadeV1589
04-01-2004, 5:48 PM
#10
It's rare rare cases you really truly need -lomem, if you're using -patchshadows and need the the shadows they cast then consider converting the patches to models and using a shader with a shadeangle specified instead. I did that and got my map to co...  [Read More]
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