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WadeV1589

Latest Posts

Page: 17 of 33
Posted in: Terrain
 WadeV1589
02-16-2004, 11:05 AM
#2
Allows you to make some really nice looking terrain by blending textures together and smoothing it all out. Kinda like this (http://www.stargatemods.com/forums/uploads/post-13-10755217630.jpg). The bitch is I don't have a link to a tutorial on it,...  [Read More]
Posted in: Trees without crowns
 WadeV1589
02-14-2004, 6:13 PM
#2
We do have a search function in these forums, one I noted was this one: http://www.lucasforums.com/showthread.php?s=&threadid=117935&highlight=trees...  [Read More]
Posted in: Light emitting texture problem
 WadeV1589
02-13-2004, 7:31 AM
#2
Are there any shadows in your map? If not you probably chose a compile that doesn't do the -light stage....  [Read More]
1.3.12? Have you tried 1.4.0?...  [Read More]
Posted in: nonsolid walls
 WadeV1589
02-12-2004, 4:08 PM
#5
If you put a nonsolid shader on ANY face of a brush, the ENTIRE brush will become nonsolid. Not true. Only the '1st' face of a brush determines its attributes. If you texture an entire brush in nodraw except for one face and then open the file in no...  [Read More]
Posted in: Can't make func_group in Radiant 1.4!
 WadeV1589
02-11-2004, 11:32 AM
#6
"There are no labels for the entities in GTKRadiant." You guys really need to learn to mess around with the programs you download :p What use would a mapping tool without entity names be? Go to the View menu, then down to Show, you'll see...  [Read More]
Posted in: How 2 Add New Textures
 WadeV1589
02-11-2004, 1:13 PM
#4
Save it as a JPG file in \base\textures\somefolder. The 2 things about JPG files are: 1) it has to be standard not progressive encoded (options in save as dialog) 2) the dimensions have to be powers of 2 as stated above. And finally, you don't nee...  [Read More]
Posted in: How 2 Add New Textures
 WadeV1589
02-11-2004, 11:35 AM
#2
What problem are you getting? refusing to load non-power-2 dims? If that's the case, your custom textures have to be resized, the width and height of all textures for a JA map need to be powers of 2, e.g. 512x256 is a valid size while 500x240 is not...  [Read More]
Posted in: backrounds/skies
 WadeV1589
02-09-2004, 9:56 PM
#2
The (correct) way to make sky is whenever you have an open area of your map, surround that area with brushes covered in a sky shader. As though it were a room, but the walls/roof (and floor if you can actually see downwards) are covered in the sky sh...  [Read More]
Posted in: Large open spaces
 WadeV1589
02-09-2004, 9:54 PM
#4
All quite possible. BTW for global fog, you can just use the key fog (or _fog...I forget) in the worldspawn and you can even specify how far away the fog should start (instead of starting immediately in front of the player). Also, for the fog hull...  [Read More]
Posted in: GTKRadiant - How to move brushes?
 WadeV1589
02-09-2004, 9:49 PM
#6
To avoid potential problems with larger maps, try and map in the positive grid space (all co-ordinates above 0,0,0). It is possible that with large maps, negative coordinates can screw up the correct creation of lightmaps....  [Read More]
Posted in: Prefabs/MD3's
 WadeV1589
02-09-2004, 9:57 PM
#4
pfb format, AFAIK is just map format with a different extension. In the filename box just type *.pfb and you should be able to open them just fine....  [Read More]
Posted in: Falling Through Solids
 WadeV1589
02-12-2004, 12:57 AM
#10
So the only question that remains is....why do many of us never ever get the error or if we get a buggy brush are able to fix it so easily? I know I've had it once, but brush cleanup fixed it or I had used the wrong texture or the brush was just pla...  [Read More]
Posted in: Falling Through Solids
 WadeV1589
02-11-2004, 10:59 PM
#8
It just hit me that maybe you've textured the non visible side with caulk_nonsolid? Check that and the above. Just remake it....  [Read More]
Posted in: Falling Through Solids
 WadeV1589
02-09-2004, 12:23 PM
#2
1) What textures are you using? The brush should be covered in system/caulk with the visible faces covered with the texture you want to see. Also run brush cleanup. 2) BSP -meta actually doesn't do ANY light whatsoever! It just leaves it fullbright....  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-14-2004, 7:00 PM
#30
Just drag and drop a plain text file onto it (containing icarus script) and it'll compile it into an ibi file....  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-14-2004, 5:10 PM
#28
I'll quote myself...from this very thread! Originally posted by WadeV1589 Let's just compare our scripts again shall we? Yours: //Generated by BehavEd affect ( "turntablearm1", /*@AFFECT_TYPE*/ FLUSH ) { } rotate ( < 0.000 0.000 45....  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-14-2004, 11:01 AM
#26
BehaveEd, marvellous tool...but it doesn't beat notepad :p There's a simple fact about computers, if you have a choice between notepad and a front-end program, notepad will be the better choice! Just takes more learning!...  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-12-2004, 7:07 PM
#16
Let's just compare our scripts again shall we? Yours: //Generated by BehavEd affect ( "turntablearm1", /*@AFFECT_TYPE*/ FLUSH ) { } rotate ( < 0.000 0.000 45.000 >, 2000.000 ); wait ( 198000.000 ); affect ( "turntablearm1&qu...  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-11-2004, 10:58 PM
#12
//Generated by BehavEd rem ( "comment" ); affect ( "turntablearm1", /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < 0.000 0.000 45.000 >, 2000.000 ); wait ( 198000.000 ); rotate ( < 0.000 0.000 0.000 >, 2000.000 ); } Just...  [Read More]
Posted in: Opening doors in the right way
 WadeV1589
02-07-2004, 10:09 PM
#3
It's a func_static with an origin brush at one edge of it. You use icarus to tell it to rotate affect("func_static_name", FLUSH){ //rotate 90 degrees on Z axis over a period of 2 seconds rotate (<0 0 90>, 2000); } //wait 3 seconds...  [Read More]
Right, if shooter_blaster only fires once your best bet would be a script, you can use icarus to fire it repeatedly and even use the script to break the wall. It would cut down the in-game entity count....  [Read More]
Hang on...you want to be able to fire it many times but only when the player is using it? If that's the case you really do just need the trigger_multiple and shooter_blaster. There is no need at all for the trigger_once, a trigger_once means just th...  [Read More]
If your first thing is a func_button you're gonna have a helluva time getting that shooter to fire more than once, you need to use something like a trigger_multiple so it can be fired every x seconds if you merely hold down the use button. You could...  [Read More]
Posted in: Black Map Models - Lighting?
 WadeV1589
02-07-2004, 10:05 PM
#12
Some models were designed with specific shaders that only work well in SP due to their lighting. You can copy the shader, fix it and use _remap in a model however to use your new, working, shader....  [Read More]
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