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WadeV1589

Latest Posts

Page: 12 of 33
Posted in: How can I shorten my light compile???
 WadeV1589
03-21-2004, 3:52 PM
#3
1.5....try 2 first, then 3. If you have places you just don't need shadows at all really func_group them and set _lightmapscale to 8 on that func_group. also if you have brushes inside the map (not the hull) that don't cast shadows, func_group them...  [Read More]
Posted in: Wade-v
 WadeV1589
03-21-2004, 3:49 PM
#8
I first made the rings in Elite Force using func_doors, that engine was painful to make things like the rings in...but I eventually did it and that's where I got my most recognition from as no-one had done anything quite so amazingly insane with EF....  [Read More]
Posted in: Wade-v
 WadeV1589
03-21-2004, 11:44 AM
#5
lol, yeah I must admit this is a first! Well thanks man, means a lot to know someone appreciates what I do. As for above...probably true that this isn't the best but it makes a change from seeing a thread entitled "HELP ME PLEASE I'M A TOTAL M...  [Read More]
Posted in: Teleportation without effect
 WadeV1589
03-21-2004, 11:49 AM
#6
There is a problem using scripting to move players in MP, I tried it in SGEgyptJA to remove the transport effects and ended up with players that you could run through and couldn't hit with a saber! However other weapons worked fine...very odd thing t...  [Read More]
Posted in: Teleportation without effect
 WadeV1589
03-20-2004, 2:47 PM
#2
There are no keys you can set to disable the transport effect...sorry. You'd have to include a global disabler (replacement EFX files)..but then all maps and all teleport points would loose the effect....  [Read More]
Posted in: another error.. :-/'
 WadeV1589
03-21-2004, 11:46 AM
#11
Seen as we're on suns....if you want to fake radiosity in an outdoor map, use one strong sun then 4 more weaker suns at 90 degrees to each other, that way you'll get the effects of radiosity without needing to use a bounce compile. Oh also add the f...  [Read More]
Posted in: another error.. :-/'
 WadeV1589
03-20-2004, 2:49 PM
#2
You've gone totally overkill with the lighting in your map, either try and fix the lighting (stuff like -patchmeta cause this; one fix is reducing the _lightmapscale on the worldspawn to 2 or 3) or use the -lomem switch on the light stage....  [Read More]
Posted in: Before Posting, Read This For Most Errors!
 WadeV1589
03-19-2004, 3:33 PM
#6
Let me expand that just a tad (to what I've always done) 1. Read sticky thread 2. Search forums. 3. Search google for the error 4. Search google for more mapping forums 5. Search those forums 6. Post I think I've actually got to 6 erm...twice in my...  [Read More]
Posted in: Before Posting, Read This For Most Errors!
 WadeV1589
03-19-2004, 1:26 PM
#4
It's very informative but I bet we STILL get posts about them! STICKY THIS AND CHANGE THE NAME TO "READ THIS FOR MOST ERRORS BEFORE POSTING...THEN SEARCH"...or words to that effect :p...  [Read More]
Posted in: help (no idea how this works)
 WadeV1589
03-18-2004, 12:19 AM
#2
It's a vis thing, we've covered it before. When you stand in the bottom area you're standing in a node that can see a node behind the skybox so it gets rendered. It doesn't matter if the skybox is in front becaue the skybox gets drawn behind everyt...  [Read More]
Posted in: max visability exeeded
 WadeV1589
03-18-2004, 12:16 AM
#14
I had too many missing textures....  [Read More]
Posted in: max visability exeeded
 WadeV1589
03-17-2004, 1:50 PM
#12
Isn't that just the siege destroyer map with nothing changed? ... If it is that then remember to copy all the stuff over from the mod directory to your main JA directory as well as checking all the shaders are there. GTK and Q3Map2 do not load stuff...  [Read More]
Posted in: Shaders
 WadeV1589
03-18-2004, 8:16 PM
#11
The idea behind searching is the first thing you do is try and narrow it down to one key word...if that doesn't help, think of a second key word ... if that doesn't work and one of the words has another way of saying it (e.g. make/create) then try th...  [Read More]
Posted in: Shaders
 WadeV1589
03-18-2004, 12:17 AM
#9
That was a bad joke man :rolleyes: You've just gone below the proverbial belt :p...  [Read More]
Posted in: Shaders
 WadeV1589
03-17-2004, 12:11 PM
#7
We have to make fun of someone......  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-20-2004, 11:12 AM
#42
The way I do it is I make the basic room....I then make any basic structures, such as pillars or wall supports or decals along the walls ALL IN CAULK. I then texture that basic structure. Then if I want to make something in that room, I'll model it a...  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-19-2004, 3:31 PM
#38
EF2 was done by Activision and many times I've noticed my FPS go way below acceptable levels...I can't believe they didn't get Ravensoft to do EF2...what a pity....  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-19-2004, 1:29 PM
#36
Just ignore it, I get it from lauser...we all have someone who likes to argue against you or try and provoke you...never in private messages though, always publicly. As for Lil Killa...I think it may be true *goes to read information*...hmm I don't...  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-19-2004, 1:22 AM
#33
Woah hold up there...if you want to see how to map hurridly check out the map files for the Raven maps! They're far from perfect...true they've come a long way from the EF days when they barely caulked a thing but it's still not the best source!...  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-18-2004, 8:52 PM
#31
We've said that 2-3 times already....  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-18-2004, 8:04 PM
#29
Ha I wrote a pretty long post here because at first I was angry with the smart remarks and come backs you just used...it really did have the effect you wanted of getting me to reply...but now I've removed it all. This is all that is left. I'm not low...  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-18-2004, 1:51 PM
#23
I have to agree (in part) with one of the main reasons many people (not all) upgrade their PC is to support a game or software. I know people, including myself who have upgraded their PC or sometimes given it a total overhaul just to play one game. A...  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-18-2004, 10:40 AM
#20
If you WANT...to caulk all of those minute surfaces, especially in a large detailed map....by all means. See you next year....LOL Yeah that showed he read my post...! (The one where I said "You should never have hundreds of pointlessly texture...  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-18-2004, 12:22 AM
#13
In my opinion it is just more effective to fix the "bug" in one compiler that hundreds surfaces on hundreds brushes on hundreds maps. You should never have hundreds of pointlessly textured surfaces because you should map in caulk and textu...  [Read More]
Posted in: conservation in mapping???
 WadeV1589
03-17-2004, 12:13 PM
#10
I wouldn't say it is bugged....just not as efficient as caulking yourself. Sometimes it just misses a surface entirely and that surface could be a mere 2 extra triangles with some extra lightmap data....on a large map that's plenty of extra render da...  [Read More]
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