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WadeV1589

Latest Posts

Page: 25 of 33
Posted in: JK Racing
 WadeV1589
11-22-2003, 10:52 AM
#2
Ramps that go over gaps you have to speed to jump over. Few S bends (a couple of sharp turns in opposite directions fast). Moving objects that you have to dodge. Boulders. Lava to skim over. Small gaps that you really have to turn into or crash....  [Read More]
Posted in: Lights, camera, action! Lighting issues.
 WadeV1589
11-22-2003, 2:34 AM
#6
Can I just say be sure not to follow the "overlap the brushes" idea, it increases BSP size unnecessarily. Just follow Ydnar's explanation of things and you'll get there....  [Read More]
Posted in: kung fu?
 WadeV1589
11-21-2003, 6:17 PM
#6
There has been some very odd ones in the past...every release has a new quote, must admit tho no-one has ever posted to ask what it has to do with compile, that's rather amusing!...  [Read More]
Posted in: Srf?
 WadeV1589
11-21-2003, 6:16 PM
#7
Just to be picky, the bsp file does include custom models provided you placed them as misc_models, they're built into the BSP tree :p...  [Read More]
Posted in: Srf?
 WadeV1589
11-21-2003, 3:18 PM
#2
It is automatically created in the BSP phase, if you do a vis or light compile first you won't get the srf file generated, hell you won't even get a .bsp! Be sure you select one that has the word "-meta" as all those will create a BSP....  [Read More]
Posted in: Hyperspace Hype - Good!
 WadeV1589
11-20-2003, 6:49 PM
#1
http://www2.ravensoft.com/users/mmajernik/ Note the latest addition, a hyperspace .map, finally showing how it works, aren't we just all super happy now? ^-^ Well I am anyhow :p...  [Read More]
Posted in: Teleporting ships in flight
 WadeV1589
11-21-2003, 7:36 PM
#7
They do turn, if you set a sufficient travel time, they do boost but in the direction of where it points to an info_notnull or target_position....  [Read More]
Posted in: Teleporting ships in flight
 WadeV1589
11-21-2003, 11:52 AM
#5
Sorry to say I've never heard of that error......  [Read More]
Posted in: Teleporting ships in flight
 WadeV1589
11-21-2003, 1:24 AM
#3
Another method is to use trigger_shipboundary which will force the ship to turn....  [Read More]
Posted in: Stargate Stuff
 WadeV1589
11-19-2003, 10:10 AM
#1
Did I post some of this in the other forum? *shrugs* Anyway all these are for a siege map I'm working on, still looking for someone to model me a few characters and deathgliders to really finish it off tho....*hint* http://sgmod.crashespad.com/rand...  [Read More]
Posted in: debug message, phantom brushes, doors
 WadeV1589
11-20-2003, 10:35 PM
#4
Misc Menu->Find Brush type in the two boxes those two numbers, 0 (top) and 66 (bottom)...  [Read More]
Posted in: debug message, phantom brushes, doors
 WadeV1589
11-19-2003, 9:58 AM
#2
1) Run brush clean-up, with GTK 1.2.x it was in hte plugin menu under Bobtoolz, with the latest 1.3.12 build it's on the toolbar and it's the icon that has two arrows on it, one baby blue and the other sea green. 2) This may be a result of the dupli...  [Read More]
Posted in: Effects questions
 WadeV1589
11-17-2003, 10:15 AM
#9
Just by specifying an fxFile for an fx_runner it starts on. That is its default behaviour....  [Read More]
Posted in: Effects questions
 WadeV1589
11-17-2003, 1:30 AM
#7
Exactly the same as before with the only exception being that you don't want to set the fx_runner to be one_shot. Just make an fx_runner and specify the fxFile only, then when you first trigger it it will turn off then after x seconds (specified in t...  [Read More]
Posted in: Effects questions
 WadeV1589
11-16-2003, 2:59 PM
#4
Wouldn't what have to have 2 targets? The diagram and explanation above would work fine...I can't work out where you think you need 2 targets. On unless the func_usable going to both the target_relay and target_delay is confusing you. func_usable t...  [Read More]
Posted in: Effects questions
 WadeV1589
11-16-2003, 10:43 AM
#2
func_usable-->target_relay-->fx_runner | /|\ \|/ | target_delay---------------- So that's a func_usable going to both a target_relay and a target_delay both of which go to the fx_runner. Set the func_usable to always_on, player_use and give...  [Read More]
Posted in: What's the deal w/ water?
 WadeV1589
11-15-2003, 7:30 PM
#6
Why cut a hole in water? Just let it pass thru brushes, easier :p...  [Read More]
Posted in: uh sample maps...
 WadeV1589
11-14-2003, 9:31 PM
#2
Run GTK setup again and choose "Repair"....  [Read More]
Posted in: New Seige maps?
 WadeV1589
11-20-2003, 5:41 PM
#11
The destroyer level I was looking forward to. There has been no answer to it, nor to my question of if it was related to trigger_hyperspace. In fact every time I ask about trigger_hyperspace at map-center where Raven employees frequently post they ne...  [Read More]
Posted in: New Seige maps?
 WadeV1589
11-15-2003, 8:38 AM
#6
Stargate based siege map here. Is there anyone not considering if not already part of a siege map? :rolleyes:...  [Read More]
Posted in: can you covert hal-life maps to jk2
 WadeV1589
11-16-2003, 2:57 PM
#10
You can't play a BSP from one Quake 3 game in another, they hold version information to make them unique...nevermind all the entities vary. However Q3Map2 can decompile any BSP made with the later versions back into a map, some things are lost (ligh...  [Read More]
Posted in: can you covert hal-life maps to jk2
 WadeV1589
11-14-2003, 10:53 AM
#6
they are both same .pk3 file but is possible to play SOF2 map in JA ? thank you Yes it is, if you replace the entities and copy the textures over, cockyness will get you nowhere :p Go to Jk2Files.com and look at SG4RealJA, that was originally made f...  [Read More]
Posted in: All in one .jpg?
 WadeV1589
11-14-2003, 1:15 PM
#7
One of the best features I've noted in Max is the extensive tutorial help file. It covers everything from low poly character/vehicle modelling to high resolution, over the top graphical movies. It's probably the best help file I've ever come across!...  [Read More]
Posted in: Vehicle spawning problems (surprise, surprise)
 WadeV1589
11-21-2003, 1:26 AM
#10
This isn't a JO post, would be good if you actually read the first post which is all about spawning vehicles for his deathstar map! JO was mentioned 2 posts above because the editing tools contain BehaveEd which can be used for JA....btw I highly re...  [Read More]
The .def files are in base\scripts A complete uninstall often can fix a lot of things, and Temp by default is C:\Windows\Temp and it's recommended you clean that out as often as you can anyway, you won't be able to delete all files as some will be c...  [Read More]
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