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WadeV1589

Latest Posts

Page: 14 of 33
Posted in: I give up
 WadeV1589
03-10-2004, 10:15 AM
#9
You don't have to learn anything, just read a few posts up and follow that thread then send it over to fahta, he/she can then report back just how much you really did to prove me wrong :D...  [Read More]
Posted in: I give up
 WadeV1589
03-09-2004, 6:05 PM
#6
He asked not to be told and you went along with it....keeping in mind the 10's of novice maps out there with spawnable stuff based on tutorials what are the chances he really did spend 4 months trying? People who have been mapping 1 month have releas...  [Read More]
Posted in: Hint Brushes
 WadeV1589
03-10-2004, 4:50 PM
#12
Did you compile with BSP and VIS? A BSP only compile will not let you see the results of placing hint brushes. Also make sure all faces of that brush are covered in system/skip with only the diagonal face having system/hint on it. Failing both of t...  [Read More]
Posted in: Hint Brushes
 WadeV1589
03-09-2004, 5:01 PM
#8
3...almost 4 years with the Quake 3 engine. Plugins menu, prtview, then go Load .prt file, you need to BSP your map first to get a .prt file....  [Read More]
Posted in: Hint Brushes
 WadeV1589
03-09-2004, 9:03 AM
#4
Once you get used to them you can load up the portal viewer and know where to place them almost all of the time. Sometimes it really is just impossible because of the way you mapped but most of the time, you can at least cut out *some* of the triangl...  [Read More]
Posted in: "L" shaped brush
 WadeV1589
03-09-2004, 5:00 PM
#7
Just to clear it up you CANNOT make an L shape with just once brush, you can make it out of 1 patch mesh but it's a lot of trouble and the lighting on it will be all smooth and unfitting....  [Read More]
Posted in: Invisible Brushes
 WadeV1589
03-09-2004, 6:06 PM
#6
In GTK 1.4.0 look for a button with 2 arrows, one blue, one green pointing in a circle. Before that it was in Plugins->Bobtoolz->Brush Cleanup....  [Read More]
Posted in: Invisible Brushes
 WadeV1589
03-08-2004, 6:24 PM
#4
Run Brush Cleanup....  [Read More]
Posted in: what vector tells it to go where?
 WadeV1589
03-08-2004, 2:02 AM
#3
You're doing well at that :p Just incase you didn't know, you need to check the linear flag on func_statics to stop them rotating. Like I said, 'just incase' :)...  [Read More]
Posted in: curvy pipes
 WadeV1589
03-08-2004, 2:01 AM
#4
But brushes look so much worse when it comes to the light* *Unless you make a shader and specify a shading angle....  [Read More]
Posted in: A rolling stone?
 WadeV1589
03-05-2004, 11:05 PM
#2
Icarus, you can move entities and rotate them all at once. affect("thingy",INSERT) { move(<0 0 0>,<100 0 0>,3000); rotate(<360 0 0>,3000); } Will rotate something 360 degrees while moving it 100 units over a period of 3...  [Read More]
Posted in: lots of questions.
 WadeV1589
03-05-2004, 4:27 PM
#2
1) target a misc_model at a func_static or give a func_static a model2 key (one will lightmap the model, the other requires dynamic lighting....model2 is best to try first). Then all you have to do is affect("name_of_func_static",INSERT) {...  [Read More]
Posted in: Decompiling?
 WadeV1589
03-04-2004, 10:50 AM
#4
lol I just replied to a PM by him before I saw this, ugh. Ah well rgoer said the same I did, just not in as many words. Oh and the bat file I gave you with the %1 in it allows for the drag-drop decompiling :)...  [Read More]
Posted in: terrain help.
 WadeV1589
03-03-2004, 11:33 PM
#2
Did you add the shader file name in shaderlist.txt? If it's network.shader you'd add network on a line of it's own in the shaderlist.txt file (which is in \shaders\)...  [Read More]
Posted in: func_rotating
 WadeV1589
03-02-2004, 4:07 PM
#5
FYI though roll/pitch/yaw do not correspond to XYZ Roll=Y Pitch=X Yaw=Z so YXZ not XYZ lol (This is based on forwards being on the Y axis which it is in JA from what I can tell)....  [Read More]
Make a brush covered in textures/system/skip and then texture one side only with textures/system/areaportal . Obviously it needs to be one of the faces that touch all 4 sides of the doorway. When the door shuts the game will now stop rendering behi...  [Read More]
devmap mapname developer 1 r_showtris 1...  [Read More]
Have you tried replacing metal_noclip, that's designed to be a nonsolid texture...to be honest though it doesn't make sense that would cause it here but there is no other logical reason! Add a soundSet to the door (key/value=soundSet/impdoor1) just...  [Read More]
Posted in: 2 + looped scripts in MP = 4 FPS!
 WadeV1589
03-01-2004, 10:56 PM
#11
You can either a) specify a model2 key on an entity and then in-game that model is loaded dynamically and drawn wherever the origin brush is on the entity that it's the model2 key of or b) target a misc_model at an entity and then that model effectiv...  [Read More]
Posted in: 2 + looped scripts in MP = 4 FPS!
 WadeV1589
03-01-2004, 9:40 PM
#8
isn't there dowait(x) ? But then would that actually wait for the animation to finish...... Maybe wait(x) is the best method :p...  [Read More]
Posted in: glowing textures
 WadeV1589
03-03-2004, 6:39 PM
#13
And the compiler won't load your custom shaders either....  [Read More]
Posted in: glowing textures
 WadeV1589
03-02-2004, 10:21 AM
#7
Thanx for pointing out his poor reading GothiX ;)...  [Read More]
Posted in: Auto-clip
 WadeV1589
03-03-2004, 11:31 PM
#13
I like being a smart ass, spent too much time taking revenge on teachers that tried to ruin school. Until I left anyway...how I miss school....  [Read More]
Posted in: Auto-clip
 WadeV1589
03-02-2004, 4:05 PM
#11
If you jump off a bridge into a river below you may or may not die, both could equally happen but would you take the risk? :p We all love analogies :D...  [Read More]
Posted in: Help decompiling maps
 WadeV1589
03-09-2004, 8:48 PM
#13
Hey Boran me and a friend are working on bringing EF over to JA, weapons and physics, if you're porting maps ya should talk to me on MSN. We're hoping to make it into a full blown mod eventually but right now it's just us 2, he's doing the code, I'm...  [Read More]
Page: 14 of 33