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WadeV1589

Latest Posts

Page: 16 of 33
Posted in: Some questions about fog...
 WadeV1589
02-22-2004, 4:37 PM
#5
Fog can only have one visible side, mostly....anyway it wouldn't work for a cloud very well. Your best bet is efx files with moving 'clouds', the only problem is this can lower FPS...but it can look very sweet; I never released it but I made a mothe...  [Read More]
Posted in: Some questions about fog...
 WadeV1589
02-22-2004, 1:42 PM
#3
Search for "quake 3" foghull on google or maybe search for foghull here because I'm pretty sure we've covered it before. And fog can indeed improve FPS in the case of a foghull as it prevents rendering past a pre-specified "hull"...  [Read More]
Posted in: sucked into space
 WadeV1589
02-22-2004, 1:44 PM
#6
But in JA you can just activate and de-activate triggers meaning you don't need to use the invisible door trick which is what we used to use in Elite Force. JA makes things so much easier....  [Read More]
Posted in: sucked into space
 WadeV1589
02-22-2004, 1:11 AM
#2
Build up from this: http://www.gamingforums.com/showthread.php?t=111586...  [Read More]
use("light1"); //light1 off wait(1000); //wait 1 second use("light2"); //light2 off wait(500); //wait 0.5 seconds use("light1"); //;light1 on wait(250); //... use("light3"); wait(750); use("light2");...  [Read More]
Posted in: Seriouse Fps Trouble
 WadeV1589
02-21-2004, 2:59 PM
#24
Something I learnt a short while ago is vis does actually affect lighting compile times, leaving everything structural will make lighting run at its fastest but at the expense of insane compile times and the risk of odd things happening as you play y...  [Read More]
Posted in: Seriouse Fps Trouble
 WadeV1589
02-20-2004, 1:43 PM
#7
cg_drawfps 1...  [Read More]
Posted in: Seriouse Fps Trouble
 WadeV1589
02-20-2004, 11:08 AM
#5
However in gaming, FPS does count, if you play at 40FPS then play at 80FPS you'll notice a lot more fluidity to the game; game physics rely on FPS too, or should I say the physics will be best for you at certain FPS and 85 and 140 I think are two of...  [Read More]
Posted in: how to clip a model
 WadeV1589
02-22-2004, 1:45 PM
#4
If you really want to know about how to autoclip models, search, it's been covered here before...but be warned you'll most likely end up lowering FPS and getting invisible clip brushes around your map if you use it on any smaller models, it was desig...  [Read More]
Posted in: how to clip a model
 WadeV1589
02-19-2004, 7:46 PM
#2
You just clip it simply, you don't need to make it tidy, no-one will see the clip, just outline it generally. And to the person who is going to advise him to auto-clip, he's talking about small models here, the type you DO NOT auto clip....  [Read More]
Posted in: Texturing cylinder
 WadeV1589
02-19-2004, 2:42 PM
#2
Shift+S That has always been there AFAIK just now you have to use it as meshes are very different from regular brushes....  [Read More]
Posted in: Help decompiling maps
 WadeV1589
02-21-2004, 9:27 PM
#10
Don't forget to get permission first...unless they're standard maps that came with the game then Raven won't mind, they appreciated the compliment usually...Lucas will kill them no doubt but Raven are a cool dev team....  [Read More]
Posted in: Help decompiling maps
 WadeV1589
02-18-2004, 10:40 PM
#3
Search in the forums, that's how you do anything you can most likely think to ask...the amount of times I've answered that question in every JA forum I know of is getting absurd....  [Read More]
Posted in: heightmap not found???
 WadeV1589
02-19-2004, 7:48 PM
#5
Good when they pop in to post useful stuff ain't it?...  [Read More]
Posted in: heightmap not found???
 WadeV1589
02-18-2004, 5:17 PM
#2
AFAIK it wasn't released. As for what it does, incase you're not sure, it defines what textures appear where on the terrain in that map and also sorts out the blending....  [Read More]
Posted in: max_patch_planes
 WadeV1589
02-19-2004, 10:30 AM
#5
^^^ Don't do that....  [Read More]
Posted in: Starting with certain weapons?
 WadeV1589
02-21-2004, 10:45 AM
#18
In SP you can use this script anyway, it's easy to define which weapons the player starts with in an SP map, it's in MP you can't do it so easily....  [Read More]
Posted in: Starting with certain weapons?
 WadeV1589
02-20-2004, 2:45 PM
#15
As I said in the PM, I don't think JAMP was designed for this type of behaviour. I couldn't get it to remove weapons...but I could get it to give them a blaster without being able to re-select their saber!...  [Read More]
Posted in: I need a mapper to finish what I cannot
 WadeV1589
02-18-2004, 2:09 PM
#12
What he means is the latest feature of Q3Map2 to correctly meta, lightmap and solidify models. The only reason I haven't gone through how to use an older GTK and compile with a newer Q3Map2 is it's hard to explain to him (no offense but you have no...  [Read More]
Posted in: I need a mapper to finish what I cannot
 WadeV1589
02-17-2004, 11:31 AM
#6
"I would have no idea how to do what u just said and I don't think I would want to use my hard drive inplace of ram" You are right now, you always are, just you can increase the minimal size of it which can help Windows out in low memory c...  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-18-2004, 6:44 PM
#38
Icarus doesn't use basic variables like that, you have to: set("variableName",FLOAT) = 1 Or something..I've forgot now! lol but either way that method failed for me....  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-18-2004, 5:20 PM
#36
But in Icarus variables are set and got using the same methods as an entity and so abide by the same annoying fact they cannot be added, I have never seen an Icarus script that does any basic arithmetic either...however I could be wrong but it requir...  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-18-2004, 2:11 PM
#34
You can script rotation easily. You can rotate from whatever the current position is to an angle of your choice too...what you can't do (that I can find) is get the current angle and do any basic arithmetic like add 5 degrees or take 15 degrees away....  [Read More]
Posted in: MAX_MAP_VISIBILITY exceeded
 WadeV1589
02-17-2004, 12:30 PM
#8
Bad bad Gothix!...  [Read More]
Posted in: MAX_MAP_VISIBILITY exceeded
 WadeV1589
02-16-2004, 5:35 PM
#6
By reading the link I posted before......  [Read More]
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