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WadeV1589

Latest Posts

Page: 24 of 33
Posted in: Max_map_visibility
 WadeV1589
11-29-2003, 6:22 PM
#4
If you ever say max_map_visibility in forums, expect that reply. It is the most common one, replying with capitals and "GOD DAMN IT" won't help. You didn't specify it was a large map and I am no trans-internet telepath. Any insult was unint...  [Read More]
Posted in: Max_map_visibility
 WadeV1589
11-29-2003, 5:41 PM
#2
No, you have to learn detail and hinting :p So many people for some unknown to me reason want to avoid ever learning this! http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml Enjoy:cool:...  [Read More]
Posted in: Day to night?
 WadeV1589
11-29-2003, 7:32 PM
#4
We're still a way off having a game that can move the sun across the sky ** as that would require dynamic lightmaps.....possible with vertex lit games of course but vertex lighting is never as smooth as lightmapped texture. **Although the latest vid...  [Read More]
Posted in: Day to night?
 WadeV1589
11-29-2003, 1:36 PM
#2
Any light entity can be turned on and off, if you make a sun with a light and an info_null, try targetting the sun with a trigger and seeing if it turns it off...that's if it works after compiling because the extra lightmap data could potentially be...  [Read More]
Posted in: Area Portals
 WadeV1589
11-28-2003, 9:30 PM
#4
The homm effect oftens happens with area portals that are inside team'ed doors....  [Read More]
Posted in: Terrain-Textures-Question
 WadeV1589
11-29-2003, 7:32 PM
#12
Have you got the latest GTKRadiant? More importantly is have you got the latest Q3Map2? If you get the latest GTK it should create textures/system/terrain which is what Q3Map2 uses for JA terrain. http://www.shaderlab.com/ - get Q3Map2 2.5.10...  [Read More]
Posted in: Terrain-Textures-Question
 WadeV1589
11-29-2003, 7:04 PM
#8
Did you add the .shader file to shaderlist.txt?...  [Read More]
Posted in: Teleportation Problem
 WadeV1589
11-28-2003, 2:11 AM
#4
A second thread? Anyhow have you actually looked what a target_teleporter is? You'll find it's a teleporting entity, not a target for a trigger_teleport. /*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8) The activator will be teleported away....  [Read More]
Posted in: Rotation
 WadeV1589
11-27-2003, 5:01 PM
#4
And you should use vertex/edge moving as well as clipping, free rotate is great for meshes...not so good for solid work. 45 degrees isn't too bad as long as the brush is simple, a complex brush tho may end up disappearing....  [Read More]
Posted in: Basic question but....
 WadeV1589
11-27-2003, 11:30 AM
#2
Make a regular square brush then hit Ctrl-3. Ctrl-# where # is between 3 and 9 will give you a shape with that many sides....  [Read More]
Posted in: triggering lights
 WadeV1589
11-28-2003, 3:00 PM
#8
Go you! Have one for me as I haven't been to the pub for so long it isn't even funny!...  [Read More]
Posted in: triggering lights
 WadeV1589
11-28-2003, 1:35 PM
#6
At a guess, it may only work up to _style9rgbgen. This is a guess but worth a shot....  [Read More]
Posted in: triggering lights
 WadeV1589
11-27-2003, 12:27 PM
#2
How about using one of the light styles? You can even make your own customised light style to get close to what you want. In the worldspawn type a key/value pair of something like "_style1rgbgen" "wave square 0 1 0 0.5" This wil...  [Read More]
Posted in: Shader Info
 WadeV1589
11-27-2003, 11:32 AM
#5
Cover a brush in system/nodraw then texture only one side with the texture you want to be able to walk through. If you want both sides to be textured, the safest way is to make another brush out of system/nodraw and place it over the top of the first...  [Read More]
Posted in: how do you add a vehicle to a map....?
 WadeV1589
11-27-2003, 1:04 AM
#2
http://www2.ravensoft.com/users/mmajernik/misctuts/respawningvehicles.htm Change the following: NPC entity ------------- targetname - is swoop1, change to spawn_tie1 NPC_Target - is swoop1, change to spawn_tie1 npc_type - is swoop_mp, change to tie...  [Read More]
Posted in: making brushes transparent and passable
 WadeV1589
11-26-2003, 8:48 PM
#5
They mean cover the brush in nodraw then texture only one side with the shader you want to use. That will make it nonsolid....  [Read More]
Posted in: Non of my shaders work...
 WadeV1589
11-25-2003, 12:03 PM
#2
It's a re-install GTK thing! 1.3.12...  [Read More]
Posted in: Brush that causes instant death...
 WadeV1589
11-25-2003, 12:35 AM
#2
Replied in your thread @ Map-Center......  [Read More]
Posted in: Textures and switch
 WadeV1589
11-25-2003, 6:33 PM
#3
Easiest (non script/shader way) is: 2 func_usables, one start_on, one start_off in the same place in your map. Texture the top of one with the first texture and the top of the other with your second texture. Give them both the same targetname Make...  [Read More]
Posted in: Recoving my map....
 WadeV1589
11-23-2003, 12:09 PM
#5
Converting a BSP to a MAP: http://www.gamingforums.com/showthread.php?t=97941 Anyone else notice how recently the same question seems to be asked by multiple people within a period of around 3 days? It's like everyone is doing the same things at the...  [Read More]
Posted in: Medieval map's lighting problems
 WadeV1589
11-25-2003, 1:02 PM
#14
It enables radiosity which will brighten up the map usually by reflecting light off of all surfaces taking the color of that surface with it. It's a good thing to use for final compiles a lot of the time....  [Read More]
Posted in: Portal Problems
 WadeV1589
11-22-2003, 8:01 PM
#5
"_blocksize" "2048 2048 2048" in worldspawn. Also if you make everything you possibly can detail in a level then I guarantee you it will compile fast, unless it covers the entire grid in high detail of course (bad anyhow)....  [Read More]
Posted in: Portal Problems
 WadeV1589
11-22-2003, 6:31 PM
#2
You need to make brushes detail, a tutorial can be found here http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml...  [Read More]
Posted in: Teleporting ships in flight
 WadeV1589
11-27-2003, 8:09 PM
#10
Did you make the trigger teleport large enough?...  [Read More]
Posted in: Model problem
 WadeV1589
11-23-2003, 5:52 PM
#6
Select the model, press N Type in the key box modelscale In the value box type a number to scale by, e.g. typing 2 will make the model twice as big. I haven't tried the models myself, but after you play one of these erronous models, select it, press...  [Read More]
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