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WadeV1589

Latest Posts

Page: 11 of 33
Posted in: Moving Objects in Portal Skies?
 WadeV1589
03-29-2004, 10:43 AM
#4
I just made a test map with a regular func train (no model) and it worked fine. So yes, you can put moving objects in the sky portal. It will work with models as well because models targetted towards an entity get baked into the BSP so they'll work...  [Read More]
Posted in: 2 questions plz answer
 WadeV1589
03-29-2004, 10:32 AM
#12
He doesn't know my dogs name :D lol...  [Read More]
Posted in: 2 questions plz answer
 WadeV1589
03-28-2004, 11:58 PM
#10
The leaves on trees are several flat images with transparency, when you look through the gaps between trees you're actually looking through an invisible part of that leaf image. The result of this is everything behind it has to be drawn through a tra...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 WadeV1589
03-29-2004, 10:34 AM
#9
"so wouldnt the fog come in anyways" - tut tut! Fog only exists due to meeting a very specific range of weather requirements, fog can't seep into a warmer house or separate building unless the conditions are similar. And so far the only wa...  [Read More]
Posted in: -=Custom textures=-
 WadeV1589
03-29-2004, 10:31 AM
#5
MP requires sv_pure 0 or PK3's. It's to do with cheating online....  [Read More]
Posted in: -=Custom textures=-
 WadeV1589
03-27-2004, 9:55 PM
#3
OR for testing purposes just type sv_pure 0 in JA before loading your map and it will check the folders in base. Also (again I say this...) they must be standard encoded (NOT progressive) and the dimensions of the images must be powers of 2, a 256x2...  [Read More]
Posted in: sky textures (and shaders)
 WadeV1589
03-26-2004, 2:02 AM
#4
Re-install GTK and they will appear again....  [Read More]
Posted in: Trigger problems
 WadeV1589
03-25-2004, 11:04 AM
#8
^^^IWS, clear the spawnflags on the trigger but do set a wait value on it, ideally larger than the time it takes the doors to open and close again....  [Read More]
Posted in: Jet Streams
 WadeV1589
03-27-2004, 12:15 PM
#8
Just as has been said....fxFile with a value of ships/xwing_exhaust or ships/jet and set the angle pointing away from the ship....  [Read More]
Posted in: Jet Streams
 WadeV1589
03-24-2004, 4:52 PM
#2
You'll be needing an fx_runner if it's a static model. If it's a ship you're modelling then that's a whole different ball game....but still uses efx files :p...  [Read More]
Posted in: I searched
 WadeV1589
03-24-2004, 12:14 PM
#6
If you copy the tutorial exactly you shouldn't need to use BehaveEd.......  [Read More]
Posted in: I searched
 WadeV1589
03-23-2004, 3:50 PM
#2
You're telling me after the super easy tutorial from Raven about respawning vehicles and the 10's of threads in which we've re-wrote what it means...you STILL can't look at in image and just copy over the values?! That's all it is..look at the image...  [Read More]
Posted in: botroutes
 WadeV1589
03-25-2004, 11:09 AM
#7
Bots in JA = totally and utterly crap. Why? Before JO appeared, EF and prior Q3 based games used aas files which were created by a second compiler, these aas files contained information about the map and how bots can get from A-B in every single way...  [Read More]
Posted in: Elevator Question
 WadeV1589
03-25-2004, 4:47 PM
#16
You can use a single script and specify the ref_tag it has to go to on the button on a key of "parm1" then in Icarus you can get the value by using get("SET_PARM1", string) or vice versa. Look at the generic elevator script that...  [Read More]
Posted in: Elevator Question
 WadeV1589
03-24-2004, 10:08 PM
#14
If you know anything about Icarus, it's a pretty simple task, you simply move a func_static to various ref_tags, each ref_tag determines a stopping position and you call the func_static to that ref_tag....  [Read More]
Posted in: q3map2 Gridsize problems
 WadeV1589
03-23-2004, 3:55 PM
#5
Yes, higher samples values will perform more smoothing but will increasing compile times exponentially. If you want to use a high samples and try and cut down compile times, func_group brushes and set _lightmapscale keys on them, use 4 or 8 when you...  [Read More]
Posted in: q3map2 Gridsize problems
 WadeV1589
03-23-2004, 12:55 AM
#3
Gridsize won't affect lightmap quality, the gridsize affects dynamic entity lighting (such as players moving around). A larger grid means there are less points with light data stored so your character won't be lighted properly according to his positi...  [Read More]
Posted in: Help with curved staircase
 WadeV1589
03-23-2004, 12:55 AM
#4
No it won't :p You clip the brushes using 2 points and move them up one by one to make it. No 3D clipping required,...  [Read More]
Posted in: Help with curved staircase
 WadeV1589
03-22-2004, 11:31 AM
#2
I read that tutorial, seems simple enough! Create a 512x512 brush that's about 10 units high. Select the clipper tool and click in one corner, now click in the opposite corner and press Shift+Enter, this will split the brush into two right angled t...  [Read More]
Posted in: Jka Vehicles
 WadeV1589
03-21-2004, 7:17 PM
#2
It was a mistake, open assets1.pk3, then go to ext_data\vehicles, the name of the .veh file is the value to enter WITHOUT the .veh extension....  [Read More]
Posted in: Wade-v
 WadeV1589
03-23-2004, 12:56 AM
#13
I'll try and remember to pack them up for tomorrow....  [Read More]
Posted in: Wade-v
 WadeV1589
03-21-2004, 7:16 PM
#11
I modelled them in Max. The textures are in the PK3, models are not, you can use them if you want. The Stargate Mod is now defunct...however if you're looking for Stargate based mods for any games, http://www.stargatemods.com/ ....  [Read More]
Posted in: Map tutoriel
 WadeV1589
03-22-2004, 11:18 AM
#16
It's totally fine for modelling....just it lacks the renderer and some of the save/export features. But it can export MD3....  [Read More]
Posted in: Map tutoriel
 WadeV1589
03-21-2004, 7:18 PM
#10
Clipper all the way for me! Failing that, model it in Max! :p...  [Read More]
Posted in: Brushes and stuff get invisible...
 WadeV1589
03-21-2004, 3:53 PM
#6
You run brush clean up yet? It could be a rogue brush stretching through the map causing it....  [Read More]
Page: 11 of 33