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WadeV1589

Latest Posts

Page: 2 of 33
Posted in: dynamic lighting
 WadeV1589
07-22-2004, 1:48 PM
#4
You can add moving lights in JA, you use fx files. They have the same ability as weapons projectiles that light up the area as they move....  [Read More]
Posted in: Help me please
 WadeV1589
07-19-2004, 5:47 AM
#3
God love the mature language people use these days... This usually happens when the compiler can't find the textures as it compiles so it doesn't know how to scale them. Post your compile log after hitting BSP only compile from the BSP menu (your lo...  [Read More]
Posted in: An alternative to Radiant?
 WadeV1589
07-18-2004, 2:08 PM
#6
3DS Max 6 can export to ASE which you can load up in Radiant, you will still have to caulk hull your map though and should really learn shaders to create the proper shaders for models that you want to act as maps...  [Read More]
Posted in: Im baaaaack..
 WadeV1589
07-15-2004, 1:51 PM
#3
Have you made an entity that has the origin texture in it somewhere or tried to make an entity with a brush covered in only the origin texture; 9/10 people have made an error with the origin texture to cause this....  [Read More]
Posted in: curving pipes
 WadeV1589
07-14-2004, 6:33 PM
#6
Ok here we go (simply because I'm tired) First: make a box and turn it into a cylinder as show below. http://www.stargatemods.com/images/cylinder/stage1.jpg Change your view to view the cylinder from the side and press V so you get this: http://www....  [Read More]
Posted in: curving pipes
 WadeV1589
07-14-2004, 2:04 PM
#3
Press V while selecting a cylinder (a mesh cylinder not a brush cylinder - they're just useless most of the time). Drag the points around and you can make tons of shapes, I'm pretty sure you can work out how to drag them to bend the pipe if you look...  [Read More]
Posted in: not actually mapping..
 WadeV1589
07-15-2004, 2:59 PM
#14
I just went into PSP, changed it to uncompressed, re-saved and it worked, I then saved it as compressed and it failed with that error....  [Read More]
Posted in: not actually mapping..
 WadeV1589
07-15-2004, 1:53 PM
#12
wade[at]stargatemods.com If you send me your attempt at the tga within the next few hours I'll test it and find out what's wrong then post a reply....  [Read More]
Posted in: lighting
 WadeV1589
07-14-2004, 2:00 PM
#6
Except entities don't 'glow'....which is what this thread is about....  [Read More]
Posted in: using two funcs at the same time
 WadeV1589
07-12-2004, 5:23 AM
#2
you can never combine 2 entities...something the Q3 engine has never had. To do that you'd have to script it....  [Read More]
Posted in: Revenge of the sound problems
 WadeV1589
07-18-2004, 2:10 PM
#18
get me on msn and i'll gladly comment on the map, provided you get me tonight or tomorrow, cuz then I'll be busy for the week. eternus_insilenti[at]hotmail.com...  [Read More]
Posted in: Revenge of the sound problems
 WadeV1589
07-12-2004, 1:28 PM
#3
is this room linked to other rooms that have the same sound? if so it will simply increase the volume of the original sound instead of actually playing a sound itself. target_speakers have a collective method of working if they're in close proximity...  [Read More]
Posted in: Trouble with waterfall
 WadeV1589
07-09-2004, 6:31 PM
#3
Use a mesh curved over the edge instead of brushes. Don't forget some fx_runner's to make it more realistic....  [Read More]
Posted in: Changing Block Size?
 WadeV1589
07-07-2004, 5:30 PM
#8
The easiest way for you to get the log is compile it from GTKRadiant and then copy and paste the log from the bottom part of GTK because it monitors the compiler and prints everything it gets... Are you sure it's actually looping the same thing over...  [Read More]
Posted in: Changing Block Size?
 WadeV1589
07-07-2004, 1:58 PM
#5
looping?...  [Read More]
Posted in: Changing Block Size?
 WadeV1589
07-06-2004, 4:12 PM
#2
Only do this on large maps and only if you totally understand vis...this isn't a way to reduce vis times, it's a way to reduce vis data, reduced vis times is merely a side effect. in the worldspawn (select a regular brush and hit n) enter a key of _...  [Read More]
Posted in: ShaderED2
 WadeV1589
07-02-2004, 1:34 PM
#9
Seen as I always like community projects I'd love to help code a new shadered or work on the source of the original. I can do Visual Basic very well and can do C++ at a more basic level. I'd recommend (even though it's not as efficient OOB) that usi...  [Read More]
Posted in: Clipping a Cylinder?
 WadeV1589
06-28-2004, 8:22 AM
#5
lauser, that doesn't happen if you use a patch mesh cylinder which is what he is (or should be) using!...  [Read More]
Posted in: Terrain
 WadeV1589
06-24-2004, 5:03 AM
#9
It's one of those I've used and absolutely love it, it makes things like random rocks in a desert an absolute breeze....  [Read More]
Posted in: Map idea
 WadeV1589
06-24-2004, 5:03 AM
#3
I almost considered making that once so yes I'd like to see it too. It's not Star Wars related so it has my vote! :p...  [Read More]
Posted in: Elevators Again
 WadeV1589
06-22-2004, 12:10 PM
#9
Ya mis-read what he said (even though it was bad english)...he's talking about an elevator, think how the doors operate as an elevator moves and re-read his post :p...  [Read More]
Posted in: Special Spotlights Help me
 WadeV1589
06-22-2004, 12:11 PM
#12
No, number 1 is the fact mapping requires closed boxes, aka the hull...some people just never grasp that concept and wonder what 'leaked' means....  [Read More]
Posted in: Special Spotlights Help me
 WadeV1589
06-21-2004, 7:24 PM
#9
You can only have so many unique 'styled' lights in a map, if you turn a light into a switchable light it becomes a styled light; quite simply you can't do it with a lot of lights....  [Read More]
Posted in: A rolling stone?
 WadeV1589
06-22-2004, 12:09 PM
#38
Also remember developer 1 in the console so you get debug information on the scripts that are running....  [Read More]
Posted in: Decompiling?
 WadeV1589
07-18-2004, 2:15 PM
#17
msic_models' are converted to brushes most of the time because of the -meta command in compiling so the misc_model data is removed. Light entities are never ever put into the BSP, they're used for compiling and that's it. They used to be in the BSP...  [Read More]
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