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WadeV1589

Latest Posts

Page: 21 of 33
Posted in: Vehicle questions
 WadeV1589
12-15-2003, 1:21 PM
#2
For swoops use swoop_mp...  [Read More]
Posted in: 3dSMax 6 *.md3 Exporter
 WadeV1589
12-15-2003, 1:22 PM
#3
Wait until my friend Scott comes online, he re-compiled the v4 exporter with the v6 headers as well as fixing a few bugs. http://sgmod.crashespad.com/files/ExportMD36.zip It fixes that annoying texture path problem so now it always exports paths...  [Read More]
Posted in: Make misc_models move?
 WadeV1589
12-14-2003, 9:09 PM
#4
Once you attach a model to the func_plat, you give the func_plat a targetname so you need to make a trigger to move it. You can specify a model2 key on the func_plat instead and that will make it work without a trigger but the model must be included...  [Read More]
Posted in: Make misc_models move?
 WadeV1589
12-14-2003, 12:26 PM
#2
Select the model first, then select the func_plat, func_door, whatever and hit Ctrl+K. Same as making a trigger or button for a door/elevator, model targetted at the door/elevator....  [Read More]
Posted in: Stupid Shader Code
 WadeV1589
12-13-2003, 10:15 PM
#4
I was so not drunk when I wrote that :rolleyes:...  [Read More]
Posted in: Stupid Shader Code
 WadeV1589
12-13-2003, 5:00 PM
#2
skyParms textures/brelskies/brelsky 512- You missed a space so that line should be skyParms textures/brelskies/brelsky 512 - Also, not a fault, but surfacelight has been replaced with skyLight for more uniform lighting and there is a better sunligh...  [Read More]
Posted in: pk3 problems
 WadeV1589
12-13-2003, 2:47 PM
#2
What structure do you create in the PK3? The minimum it should have is a folder called maps with your bsp in it. As in it would be your.pk3/maps/yourmap.map if the pk3 were a directory and not a file. Also pk3 files are basically zip files so if you...  [Read More]
Posted in: Trigger Quandry
 WadeV1589
12-13-2003, 3:13 PM
#3
Or just set the START_ON flag on func_timer :p...  [Read More]
Posted in: New to Radiant, Question~
 WadeV1589
12-13-2003, 10:17 AM
#3
If you just want to check out the structure of your map use Q3Map2: (single) BSP -meta To check out vis do the one above followed by Q3Map2: (single) -vis[/b] To check out lighting...if you've changed the structure of the map or added a new shader ba...  [Read More]
Posted in: env/flame_jet
 WadeV1589
12-13-2003, 3:12 PM
#3
It's because the sound is played from the efx file, it's not a soundset, it's just a sound executed by the .efx file, copy flame_jet.efx and give it a new name then delete Sound { sounds [ sound/effects/fireburst.mp3 ] } From the bottom if you want...  [Read More]
Posted in: is there a reason why -vis takes forever
 WadeV1589
12-13-2003, 2:54 PM
#6
Erm...then the vis data is never being saved, that 3rd box is the lighting phase. If you just watch the first 2 lines and don't let the 3rd line finish then the vis data won't be put in the BSP and you may as well just not even run that stage - and g...  [Read More]
Posted in: is there a reason why -vis takes forever
 WadeV1589
12-12-2003, 9:58 PM
#4
Not if done correctly....as long as you map tidily there should be no drop in FPS, in fact in many cases it could increase FPS because the vis data becomes optimised and doesn't have oddly shaped nodes which could make you "see" areas that...  [Read More]
Posted in: is there a reason why -vis takes forever
 WadeV1589
12-12-2003, 8:01 PM
#2
http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml Also for big maps, as in BIG not just big, but BIG ... ahem :p ... Get the worldspawn details up (select a regular brush and press N) and type a key of _blocksize and a valu...  [Read More]
Or use 3D Studio Max and a Plane...YDNAR has made texture blending on meshes possible, it works superbly!...  [Read More]
Posted in: Major Problem
 WadeV1589
12-11-2003, 8:27 PM
#2
Linux Installation is here (http://www.qeradiant.com/?data=files&files_id=73). Not a Linux user though so I don't know how to actually proceed with installation......  [Read More]
Posted in: how do i make a reflective hangar floor?
 WadeV1589
12-11-2003, 7:22 PM
#2
Heh, my map :) Get yourself a nice looking texture, like dark marble, and create a shader for it using the following code (from my upcoming siege map, much more suttle reflection): textures/sg_hatak/marble_reflect { qer_editorimage textures/sg_hata...  [Read More]
Posted in: Bottomless pits in JA
 WadeV1589
12-11-2003, 7:24 PM
#2
Set the dmg value to -1, that enables the falling fade effect....  [Read More]
Posted in: Sound won't play, and an error
 WadeV1589
12-13-2003, 5:03 PM
#7
I can check to see if this is the same problem, you can get in touch with me on MSN (eternus_insilenti[at]hotmail.com) to send me the file....  [Read More]
Posted in: Sound won't play, and an error
 WadeV1589
12-13-2003, 1:49 PM
#4
Speakers are interesting things in Q3 based games, if you have 2 target_speakers in the same room with the same file path then basically only one actually works, the other just tells the game to amplify the sound. I think the only way to actually sto...  [Read More]
Posted in: For all to abide by who map
 WadeV1589
12-10-2003, 2:31 PM
#1
This is a really simple thing... Never, under any circumstances, copy a shader file directly from JK2 to JK3 and leave it with the same name! To expand on that, JK2 has a shader file called bespin.shader; JK3 also has a file called bespin.shader bu...  [Read More]
Posted in: Making worldspawn..
 WadeV1589
12-10-2003, 9:12 PM
#4
fx_runner with key fxFile and value of relative path from effects/ and without the .efx ending e.g. env/waterfall_mist GTK Information and some help is in the Help menu of GTK....  [Read More]
Posted in: Best way to snap vertex to diagonal face?
 WadeV1589
12-12-2003, 3:00 PM
#8
I can think of one way, I'm sure there is an easier one but it currently eludes me. Copy the face you want to place a vertex in the middle of into a new mesh. Subdivide this new mesh (face) so it is split into 3 triangles, delete the 3 outer vertice...  [Read More]
Posted in: Levelshots doesn't work...
 WadeV1589
12-10-2003, 3:24 PM
#14
Why would I look at the resolution of the levelshot, it's in the PK3 and the PK3 goes in base...? :confused:...  [Read More]
Posted in: Compile issues...
 WadeV1589
12-10-2003, 12:26 PM
#7
I just leave it open and minimise it, launch JA, set its process priority to low and leave it running as I map, compiles are short enough it makes sense to do thi when I'm workin on a new complex area and need to keep testing. And what is the BSP mo...  [Read More]
Posted in: Repawning Ships and Swoops?
 WadeV1589
12-12-2003, 5:23 PM
#8
MP is fully scriptable...not just siege....  [Read More]
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