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WadeV1589

Latest Posts

Page: 18 of 33
Posted in: Compiles
 WadeV1589
02-07-2004, 11:23 AM
#2
Amazingly the ones that don't have the word light in them! (single) BSP -meta (single) -vis (single test) -vis -fast To see how your map looks, use (single) BSP -meta. To see how the final FPS will most likely come out (without having to compile l...  [Read More]
Posted in: Black Map Models - Lighting?
 WadeV1589
02-07-2004, 11:28 AM
#6
No need to get sharp. Yes there is a very clear reason to use 'also' as you said it enables lightmapping and I said "also forcemeta"...believe it or not meta triangulation is not lightmapping! I know you know this...my point is just becaus...  [Read More]
Posted in: Black Map Models - Lighting?
 WadeV1589
02-07-2004, 11:19 AM
#4
spawnflags 4 also enables meta triangulation on the model which can help FPS Oh and to reiterate what was just said but in a far clearer way DO NOT USE AUTO-CLIPPING OF MODELS UNLESS THEY ARE REALLY REALLY REALLY SIMPLE SHAPES! Modelled terrain, la...  [Read More]
Posted in: Targeting light entities
 WadeV1589
02-07-2004, 11:16 AM
#2
AFAIK lights have the following for how they work/look: target - create a spotlight targetname - trigger the light to make it switch on and off....or using the style and/or style_off keys, toggle the style effect of the light. style - make the lig...  [Read More]
Posted in: Roundness
 WadeV1589
02-06-2004, 3:08 PM
#8
You can make lighting on brushes smoother by using a few terrain techniques, stuff like q3map_smoothangle 180 and q3map_nonplanar....  [Read More]
Posted in: Fog problems
 WadeV1589
02-03-2004, 7:16 PM
#7
You make a file called something.shader and place it in \shaders\. You also add the name of that file to the shaderlist.txt file that is located in \shaders\. As for those errors you got, where did you get them and what on earth is inteldimclouds?...  [Read More]
Posted in: Fog problems
 WadeV1589
02-03-2004, 4:46 PM
#5
Did you literally type textures/fogs/yavin? If so you're gonna get the yavin colored fog! Open fogs.shader and look for those lines that begin fogparams (e.g. fogparms ( 0.541176 0.490196 0.376471 ) 4000.0). Those 3 numbers in brackets are the norma...  [Read More]
Posted in: Fog problems
 WadeV1589
02-03-2004, 11:46 AM
#3
Don't use _distancecull, use _farplanedist. Also add a key of _foghull and a value of the path to your skyshader (which in the case of global fog should be a single colored skybox that matches the color of the fog) and also you remove the textures/...  [Read More]
Posted in: half void half pipes
 WadeV1589
02-03-2004, 11:54 AM
#4
You understand how to use shaders right? If not I can see why you wouldn't get it. Ok here' a grate shader from vjun: textures/vjun/grate { qer_editorimage textures/vjun/grate surfaceparm nonopaque surfaceparm trans cull twosided { map textures/vjun...  [Read More]
Posted in: half void half pipes
 WadeV1589
02-02-2004, 11:54 PM
#2
The entire brush bar the front face that has the hole texture on it should be nodraw or nodraw_solid and the texture that has the holes should have a shader entry with surfaceparm trans and surfaceparm nonopaque in it....  [Read More]
Posted in: HELP!!! "No worldspawn in map"
 WadeV1589
02-01-2004, 2:19 AM
#2
Go File->Import and choose your map file, it should import it all and fix the worldspawn, then just save it over the old file, the easiest and user friendly way....  [Read More]
Posted in: korb sky texture
 WadeV1589
01-30-2004, 8:29 PM
#2
I'm not sure what you're asking so I'll try this... 1)textures/skies/NarKreeta { 2)qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap 3)skyParms textures/skies/korb 512 - } 1) a nam...  [Read More]
Posted in: EASY GEN question
 WadeV1589
01-31-2004, 12:58 PM
#6
q3map_surfaceModel is a god-send, I cried when YDNAR removed it from Q3Map2 for several revisions as I was using it at that time! It has so many uses, trees, shrubs, random rocks in a desert, grass. Anything you can think of that would involve a lot...  [Read More]
Posted in: sigh, this is really agrivating
 WadeV1589
01-31-2004, 12:55 PM
#8
In detailings simplest form...any brush that does not touch the void (also read as any brush that isn't part of the hull) can most likely be a detail brush. That's the place to start. Then you expand to say if a brush isn't touching the void but it...  [Read More]
Posted in: sigh, this is really agrivating
 WadeV1589
01-30-2004, 8:16 PM
#6
max_map_visiblity is a compile error in the VIS stage put out by Q3Map2, it is a result of the vis data (which is created from the map...again by the compiler) being too big. The methods to fix it are increase the _blocksize in worldspawn...if he can...  [Read More]
Posted in: sigh, this is really agrivating
 WadeV1589
01-30-2004, 10:58 AM
#4
You can't type in the key into the worldspawn and you can't select a brush and then simply click "Make Detail"? Don't believe it for a second. To this date no-one who has been introduced to detail brushes has failed to do it...they've come...  [Read More]
Posted in: sigh, this is really agrivating
 WadeV1589
01-29-2004, 11:02 AM
#2
Thread totally about it here:http://www.lucasforums.com/showthread.php?s=&threadid=121931 Reference to it here:http://www.lucasforums.com/showthread.php?s=&threadid=121211 More references here:http://www.lucasforums.com/showthread.php?s=&am...  [Read More]
Posted in: Light question
 WadeV1589
01-28-2004, 9:57 PM
#3
Isn't it the other way around, scale controls light intensity without modifying the distance the light travels? When you increase the light value, you increase the distance the light travels too, with scale you can make a light brighter without makin...  [Read More]
Posted in: Getting Started...Really
 WadeV1589
01-26-2004, 12:51 PM
#5
Not always...but the tutorials will work fine for mapping in GTK (not GDK :p) Radiant, JK2Radiant may be a different program but it has to use the same entities and structure for maps! More tutorials (most not beginner) can be found here: http://www...  [Read More]
Posted in: my console says...
 WadeV1589
01-26-2004, 11:56 AM
#3
One thing you really really really must do is go get GTKRadiant 1.4.0 from http://www.qeradiant.com/. In that you will find a nice tool called 'Brush Cleanup' which will fix all those nasty duplicate plane errors. The max_map_visibility you can rea...  [Read More]
Posted in: MAX_MAP_VISIBILITY exceeded
 WadeV1589
01-25-2004, 9:23 PM
#2
You'll need to read this: http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml And also if it's a big map, select a regular brush, press N to get the worldspawn up and type a key of _blocksize with a value of 2048 2048 2048. Fo...  [Read More]
Posted in: nonsolid walls
 WadeV1589
01-25-2004, 5:45 PM
#2
You can usually get away with it if you make a brush entirely out of the system/nodraw texture and then texture one face only with a regular texture. Doesn't always work though....  [Read More]
Posted in: skyboxes
 WadeV1589
01-25-2004, 1:14 PM
#2
Skyboxes are drawn behind everything else that you can see according to vis data. To fix it you either need to move the map around so there are no rooms behind a skybox or you need to study how vis works and use hint brushes....  [Read More]
Posted in: pictures
 WadeV1589
01-25-2004, 2:13 PM
#6
Yeah if you do large terrain bigger images are vastly better. Also imagine you wanted to do a really big building with high towering walls, you have 2 choices, 1) use smaller textures stretched and place decals on top, 2) use larger textures so the...  [Read More]
Posted in: pictures
 WadeV1589
01-25-2004, 1:23 AM
#2
Any image you try to load must abide by a few rules: 1) it has to be standard encoded if it is a JPEG file (there are two types in option of any program that can save JPEG - Standard (or another word) and Progressive (nearly always called progressiv...  [Read More]
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