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WadeV1589

Latest Posts

Page: 22 of 33
Posted in: Making worldspawn..
 WadeV1589
12-09-2003, 11:01 PM
#2
You don't make worldspawn, it is there by default, every new map has worldspawn. Try resizing the entity window to get the list to appear again, it's just a sizing fault....  [Read More]
Posted in: Is it possible...
 WadeV1589
12-08-2003, 2:17 PM
#12
But he wants to map and test on the demo, the one he releases would no doubt include the "will only work on the final" comment. I don't see why attempting to start mapping on it until he gets the game would be illegal, just as long as he do...  [Read More]
Posted in: Is it possible...
 WadeV1589
12-08-2003, 1:19 PM
#10
Originally posted by lukeskywalker1 yeah, plus its illegal... i wish i could though... i only have the demo also :( Illegal...:confused: Since when is it illegal to mod the demo...under what law is that stated?...  [Read More]
Posted in: few model questions, plz help
 WadeV1589
12-07-2003, 5:54 PM
#10
You don't have to edit a model to re-texture it, surprised Emon didn't know about this. Select the model and open the entity window, type a key of _remap and a value of *;path/to/my/replacement/texture. This will remap the entire model to use this n...  [Read More]
Posted in: Shiny Surfaces
 WadeV1589
12-07-2003, 8:36 PM
#20
Yes I asked why remove something when you know the modding community will need it...that one got no reply - that in itself is odd. But that's what happened, they had no need for the traditional functionality of portals/mirrors so they removed a fair...  [Read More]
Posted in: Shiny Surfaces
 WadeV1589
12-07-2003, 6:19 PM
#17
How about if I told you I know this because of a reply from Raven about it? Information from the horses mouth tends to remove skepticism. It was because "we didn't need anything like that anymore"...  [Read More]
Posted in: Shiny Surfaces
 WadeV1589
12-07-2003, 5:47 PM
#15
The games always have detected new shader files, always, otherwise we'd have problems creating new PK3's...Q3Map2 (the compiler) however only loads shader files that are in shaderlist.txt . So when you're mapping you still need to add shaders to that...  [Read More]
Posted in: Shiny Surfaces
 WadeV1589
12-06-2003, 11:15 PM
#11
You can make mirrors of most surfaces...but I think JA's borked mirror code would prevent it. For some reason Raven thought just because they didn't use mirrors and portals, we wouldn't...so they removed the best bits of the code....  [Read More]
Posted in: Shiny Surfaces
 WadeV1589
12-06-2003, 11:21 AM
#7
You can do water as well...in fact that's not a bad idea really is it, so obvious too!...  [Read More]
Posted in: Shiny Surfaces
 WadeV1589
12-05-2003, 10:28 PM
#4
Make a text file called yourmap.shader in base\shaders. Add the name of that file into shaderlist.txt (minus the .shader end) Apply the texture as usual...you can even do this after applying the texture. BTW Those two lines that are textures/mymap/m...  [Read More]
Posted in: Shiny Surfaces
 WadeV1589
12-05-2003, 7:03 PM
#2
textures/mymap/mytexture { { map $lightmap } { map textures/mymap/mytexture blendFunc GL_DST_COLOR GL_ZERO } { map textures/common/glass2 blendFunc GL_DST_COLOR GL_ONE tcMod scale 1.5 1.5 tcGen environment } } You replace textures/common/glass2 wit...  [Read More]
Posted in: Levelshots doesn't work...
 WadeV1589
12-10-2003, 12:24 PM
#12
He has a very special dimension :)...  [Read More]
Posted in: shader file not found linkage problem
 WadeV1589
12-06-2003, 11:19 AM
#4
Will you rephrase your question, it may be just me but it's not making sense......  [Read More]
Posted in: Autopilot Engaged, WAIT DONT FLY AWAY STOP!
 WadeV1589
12-06-2003, 10:21 AM
#7
I thought cinematic was supposed to be unchecked....  [Read More]
Posted in: textures not working for some reason?
 WadeV1589
12-01-2003, 10:59 PM
#5
Missed that bit...have you installed any custom maps? The matrix map for one totally destroys the bespin shaders I believe which of course affects SP. A silly oversight in the shader creation of the authors....  [Read More]
Posted in: textures not working for some reason?
 WadeV1589
12-01-2003, 9:48 PM
#3
First of all be sure if they are JPEG's that they are Standard Encoded (in all save as dialogs for JPEG you should get an options button). Secondly they must have dimensions that are powers of two, so 32,64,128,256,512,1024. Any mix will do, so an i...  [Read More]
Posted in: IMPROTANT! For all making new maps!
 WadeV1589
12-09-2003, 11:06 PM
#16
The limits it seems were imposed for the XBOX, it's being worked on over at my end to see if the limit is OK if put higher....  [Read More]
Posted in: IMPROTANT! For all making new maps!
 WadeV1589
12-03-2003, 5:13 PM
#13
When the game loads, every piece of text that you may need in that game is pre-cached. So all the saber hilts, models, vehicles, everything you create a text file for and can call up mid-game is cached. You don't have to have them in the map for the...  [Read More]
Posted in: Ladders?
 WadeV1589
12-01-2003, 12:50 PM
#8
This is the same as portals/mirrors, they modified how they work making it so you can't simply place a texture anywhere now, it has to be vis-blocked. What I don't understand is, they know these games they release are heavily modded from even before...  [Read More]
Posted in: Vehicle extentions (*.veh) too long ?????
 WadeV1589
12-08-2003, 7:58 PM
#11
Yes we discussed that and much more, really shouldn't reply to a thread until you read it all :rolleyes:...  [Read More]
Posted in: Max_map_visibility
 WadeV1589
12-05-2003, 12:45 AM
#17
In your first post all you said was "big blocksize is bad", which you have to admit is wrong to say. Your further explanation is far better..if not debatable still on some levels. You have to admit though your first post was far to vague to...  [Read More]
Posted in: Max_map_visibility
 WadeV1589
12-04-2003, 4:27 AM
#14
Emon I know you're a resident expert but I have to disagree, I've used that value in my map which has detail galore but it runs at full FPS for me. This is even with terrain and models in view. I have an old GF MX420 that can push 90fps (my limit) on...  [Read More]
Posted in: Max_map_visibility
 WadeV1589
12-03-2003, 3:59 PM
#9
Default block size is a mere 1024x1024x1024, you can imagine the vis data for large maps if it's split that frequently. Trust me on this, large maps do NOT cause frame rate drops if done properly. It's a matter of finding a way of working around vis...  [Read More]
Posted in: Repawning Ships and Swoops?
 WadeV1589
12-02-2003, 11:33 AM
#6
Select a regular brush, i.e. a brush that you've dragged, shaped and textured :p Press N, the entity window appears. You'll see in the white box it says classname worldspawn This is where you type the spawnscript key and value, there are two boxes,...  [Read More]
Posted in: Error Woes
 WadeV1589
12-07-2003, 4:56 PM
#3
http://www.wolfensteinx.com/surface/tutorials/compile_errors.html...  [Read More]
Page: 22 of 33