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WadeV1589

Latest Posts

Page: 19 of 33
Posted in: Brush Limit?
 WadeV1589
01-19-2004, 8:57 PM
#2
Don't think there is one...per se....  [Read More]
Posted in: Effect Question
 WadeV1589
01-19-2004, 10:47 AM
#3
Use an fx_runner with one of the lava effects..or modify one to be more fitting for you. A good example of this is in the sand crawler where you see that hot molten stuff pouring out of a hole...there are some in the effects/env folder. BTW using an...  [Read More]
Posted in: teleport?spawning with a button?
 WadeV1589
01-20-2004, 7:47 PM
#5
Oh yeah and teleport trigger is: Make a brush that is at least 32x32x56 units (to be on the safe side). Cover that brush with the system/trigger texture. Select the brush, right click and go trigger->trigger_teleport Now make a target_position e...  [Read More]
Posted in: teleport?spawning with a button?
 WadeV1589
01-20-2004, 7:43 PM
#4
It is quite possible...many maps, hell 2 I've reviewed at JK3Files do it, you just make an NPC_* (whatever) entity and target a button at it, when the button is pressed, the NPC is spawned....  [Read More]
Posted in: Trees
 WadeV1589
01-20-2004, 8:48 PM
#5
There are other ways.....but this is the best way. It is far more bsp efficient than the other methods....  [Read More]
Posted in: Trees
 WadeV1589
01-19-2004, 11:48 AM
#3
physics_clip would be better for the main part of the tree (just not the leaves) as it would also block weapons fire....  [Read More]
Posted in: table
 WadeV1589
01-18-2004, 10:00 AM
#4
They probably re-scaled the model, try bringing up the entity window for the model (N) and typing a key of modelscale_vec and a value of 0.8 0.8 1.25 and it should look more like what you expected....  [Read More]
Posted in: Detail brushes
 WadeV1589
01-19-2004, 6:25 PM
#7
Read this (http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml) tutorial because it covers the hint texture. BTW you cover a brush with "system/skip" then one brush face with "system/hint" now...I dunno if...  [Read More]
Posted in: Detail brushes
 WadeV1589
01-19-2004, 10:44 AM
#5
You're making bloody large map aren't you? Select a regular brush Press N to get the entity window Type a key of _blocksize Type a value of 2048 2048 2048 Hit Enter That'll greatly cut down the default vis splits. If you really know how vis works y...  [Read More]
Posted in: Detail brushes
 WadeV1589
01-18-2004, 9:58 AM
#3
Can you just make everything in your map detail except the brushes touching the void? Just thought it a good thing to emphasise that no you cannot because large brushes inside the hull of the map could block vis...or maybe interior walls and such....  [Read More]
Posted in: Clean Shaders
 WadeV1589
01-17-2004, 11:24 PM
#3
The 'clean' shaders are more logical in their ordering, things are in the right place and all....however one fault he did make was editing in Linux it seems which means if you open them with notepad you don't see new lines...just a square - this is f...  [Read More]
Posted in: Ambient light problem
 WadeV1589
01-17-2004, 12:33 AM
#4
It would...may as well just skip the light stage altogether if you're gonna use high ambient values...oh and don't submit it to JK3Files either because you'll get crap reviews...take it from a reviewer at that site we don't think highly of people who...  [Read More]
Posted in: Ambient light problem
 WadeV1589
01-16-2004, 1:43 PM
#2
You've been mapping for a year and you're still using ambient *cough* and with such a high value. There should be no reason whatsoever to use ambient unless it's maybe with a value of 10-15......  [Read More]
Posted in: botfiles
 WadeV1589
01-16-2004, 12:53 PM
#2
http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1521...  [Read More]
Posted in: Ok I'm having this problem with water . . .
 WadeV1589
01-09-2004, 12:26 AM
#2
Yeah water can be a bitch because the ones that came with JA have fog in them to give them that haze effect. I think the idea is to texture the entire brush with caulk_water and then only place the water texture on the top and bottom...although I nev...  [Read More]
Posted in: How big can the maps be?
 WadeV1589
01-20-2004, 12:39 AM
#11
Same as blocksize, select a regular world brush, press N, type it in....  [Read More]
Posted in: How big can the maps be?
 WadeV1589
01-18-2004, 12:25 AM
#8
^^^ No it won't....  [Read More]
Posted in: How big can the maps be?
 WadeV1589
01-09-2004, 1:24 AM
#6
Size of the grid if you really want......  [Read More]
Posted in: How big can the maps be?
 WadeV1589
01-08-2004, 11:36 AM
#4
You can work around both of those errors easily (no doubt why he's asking) by simply adding values to the worldspawn and mapping that bit more efficiently. Andy (guy who made Q3Map2) recommends that for all maps (except the smallest) that you add a...  [Read More]
Posted in: Botrouting help
 WadeV1589
01-08-2004, 3:55 PM
#5
From Raven: Something to Keep in Mind: 1. If you want BOTS to use the teleporters then you have to place a waypoint in each of the trigger_teleport brushes to force the BOTS into the teleporter. They do not recognize teleporters and will not use th...  [Read More]
Posted in: Range to target_speaker?
 WadeV1589
01-08-2004, 3:13 PM
#7
In which case my original comment is the most valid (with the exception of if you make a mod) that you cannot truly specify a range.* *The simplest way of saying we shouldn't all start including a custom sound.txt file because it's just going to get...  [Read More]
Posted in: Range to target_speaker?
 WadeV1589
01-07-2004, 3:37 PM
#4
Doesn't a soundset require an entry in sound.txt though? And if that is the case how is sound.txt loaded? Does it load the first one it comes across or is it smart and searches for all sound.txt files and loads them all? If it doesn't we can't all go...  [Read More]
Posted in: Range to target_speaker?
 WadeV1589
01-06-2004, 2:50 AM
#2
No specifiable range, works according to vis data and/or distance in open spaces AFAIK. Meh don't listen to me tho...but as for being able to specify a range, you can't....  [Read More]
Posted in: Model help
 WadeV1589
01-06-2004, 9:02 AM
#5
Unless the model is totally basic and you actually need to be able to walk across it, you should use physics clip brushes in the general shape of it otherwise you'll just create lots of invisible brushes the game has to process but are of no real val...  [Read More]
Posted in: curved rivers
 WadeV1589
01-04-2004, 2:49 PM
#3
Make a patch mesh (Curves menu). Press V after it's made and drag the points around to curve it...you'll need to put a brush underneath it afterwards totally covered in caulk_water so it actually looks like water if ppl go under it....  [Read More]
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