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WadeV1589

Latest Posts

Page: 20 of 33
Posted in: Auto-Caulking
 WadeV1589
01-04-2004, 1:51 PM
#8
You should never have to ask about caulking if you map properly to start :p The original and still best method to map is to build the structure totally in caulk covered brushes then texture visible faces ONLY....  [Read More]
Posted in: world-craft & such
 WadeV1589
01-02-2004, 6:38 PM
#4
Q3Map2, http://www.shaderlab.com/...  [Read More]
Posted in: world-craft & such
 WadeV1589
01-02-2004, 3:25 PM
#2
BSP versions vary, well their version numbers and contents do anyway. As for using Worldcraft I have no idea, tbh I would be surprised as hell if that were the case. You could always test it out and compile, see how it comes out!...  [Read More]
Posted in: Q3map2 Ja Support
 WadeV1589
01-02-2004, 4:23 PM
#3
Q3Map2 has been supporting JA from a long time before the official GTK release of the mapping tools for it. YDNAR added support as soon as he could. Me loves my Q3Map2 :D *wubs*...  [Read More]
Posted in: Many spawnscripts?
 WadeV1589
01-02-2004, 3:20 PM
#5
Everyone always does :rolleyes:...  [Read More]
Posted in: textures, shaders, and skybox problem
 WadeV1589
01-01-2004, 6:36 PM
#4
Ok now is that in a new .shader file and if it is, have you added the name of that file to shaderlist.txt ? Shaders will NOT be parsed if they aren't in a file referenced in shaderlist.txt by the compiler. The game doesn't need shaderlist.txt but the...  [Read More]
Posted in: textures, shaders, and skybox problem
 WadeV1589
01-01-2004, 6:19 PM
#2
It always looks in the assets#.pk3 files...always. Have you made a custom shader that references the yavin skybox files or are you using the shader that came with the game?...  [Read More]
Posted in: my map wont bsp right!!
 WadeV1589
01-01-2004, 6:21 PM
#3
If it's big and simple then you can fix it by simply adding a key of _blocksize and a value of 4096 4096 4096 to the worldspawn. If it's complex and you haven't made any brushes detail - if you don't know what that means then you certainly need to d...  [Read More]
Posted in: Turning off distance fade
 WadeV1589
12-30-2003, 1:26 AM
#2
fade? If you mean quick cut off add distancecull 60000 to the worldspawn, should be enough to stop it clipping...  [Read More]
Posted in: Copyright?
 WadeV1589
12-26-2003, 2:30 PM
#2
Use 'em, most mappers out there use high quality mp3's in their maps and get away with it. One or two pictures should attract no attention if taken from the internet - with the exception of those sites that very clearly say "before using any of...  [Read More]
Posted in: Map Borrowing or Stealing?
 WadeV1589
12-31-2003, 5:19 PM
#18
I can tell you now if someone decompiled my map and used parts of it without asking me, I'd be angry. I don't mind people asking if they can use some of my textures/models/sounds because I usually say yes but my maps are my own and I like it to stay...  [Read More]
Posted in: Map Borrowing or Stealing?
 WadeV1589
12-25-2003, 7:45 PM
#11
Something to try is Google, many authors can be found using that, they may have posted on a forum somewhere so you'll be able to email them from that. Like he said, a fair honest attempt....  [Read More]
Posted in: Map Borrowing or Stealing?
 WadeV1589
12-24-2003, 6:33 PM
#3
Decompiling via Q3Map2. You have to email the authors and ask them....  [Read More]
Place a brush covered in the system/origin texture touching all the brushes you want to rotate, the centre of this brush will be the centre of rotation. Select all the brushes, including the system/origin textured brush and make them into a func_rota...  [Read More]
Posted in: Is it possible to...
 WadeV1589
12-27-2003, 11:49 AM
#8
Hoorah to any Red Dwarf fans!...  [Read More]
Posted in: Easygen problem
 WadeV1589
12-21-2003, 8:06 PM
#3
It does have to be under the \base\ folder for Q3Map2 to actually find it. You don't need it in the pk3 though....  [Read More]
Posted in: Bogus?
 WadeV1589
12-20-2003, 7:17 PM
#4
Then try re-making them, or make it from scratch using a simple patch mesh....  [Read More]
Posted in: Bogus?
 WadeV1589
12-20-2003, 5:56 PM
#2
http://splashdamage.com/forums/viewtopic.php?t=4650...  [Read More]
Posted in: Ibsp?
 WadeV1589
12-20-2003, 2:02 PM
#9
I think it's best to keep fs_basepath, I can't think of any good reason why you shouldn't put in the extra bit of typing effort anyway :p...  [Read More]
Posted in: Ibsp?
 WadeV1589
12-19-2003, 11:32 PM
#5
From what I remember, don't textures get screwed up if you don't use -fs_basepath?...  [Read More]
Posted in: deleting faces
 WadeV1589
12-16-2003, 1:57 PM
#4
It never hurts to delete unseen faces, even if it is low poly, your ship may be spawned into a map where the poly count is already high, any extra faces are gonna affect the game. Of course it takes extra time and the affect may be minimal if it's on...  [Read More]
Posted in: Make misc_models move?
 WadeV1589
12-15-2003, 2:52 PM
#6
Once you do the Ctrl+K thing you're giving the func_plat a targetname (it's how the model is linked to the func_plat). Whenever you give a door/plat and so on a targetname (which you automatically have done) it expects to be triggered manually - i.e....  [Read More]
Posted in: Entity leaked?
 WadeV1589
12-27-2003, 11:47 AM
#9
I remember reading something about the latest compiler versions spurting out a leak if the central box of a model (that cross with a box around it that marks the center of a model) is on the plane of a structural brush or if it's inside a structural...  [Read More]
Posted in: pk3 problems
 WadeV1589
12-17-2003, 6:12 AM
#8
Sent it back fully working, tut tut on that mistake tho :p...  [Read More]
Posted in: pk3 problems
 WadeV1589
12-16-2003, 2:55 PM
#6
If it's big, do NOT email it to me, send me a URL to download it from instead, eternus_insilenti[at]hotmail.com...  [Read More]
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