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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]
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]
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]
"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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]