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WadeV1589

Latest Posts

Page: 26 of 33
Posted in: Stargate Mod - pics included
 WadeV1589
11-13-2003, 5:09 PM
#1
Ok here's some work from the Stargate JK-3 Mod, the reason I post it is I hope some people will see it and want to help out. I really would love some player modellers, I would love them more than anything right now :p The mod's site is at http://sgm...  [Read More]
Posted in: can you covert hal-life maps to jk2
 WadeV1589
11-13-2003, 12:31 PM
#3
I think if you mapped the Half Life map in Radiant (as is possible) then you could potentially convert it. If you did it in the original Half Life editor I don't think it would be possible unless Q3Map2 can successfully convert enough of the BSP back...  [Read More]
Posted in: help me please !!!!!!
 WadeV1589
11-13-2003, 12:29 AM
#3
And next time please post a more useful topic title...."help me please !!!!!!" means you have to check the thread to see if you can help or not..."I need tutorials" or "Where can I get tutorials?" would have worked much...  [Read More]
Posted in: New version of Q3map2 is out
 WadeV1589
11-11-2003, 4:39 PM
#2
22nd October it was released, now it's old. I know what you mean tho, just being picky about choice of language :p...  [Read More]
Posted in: Please help meeeee!
 WadeV1589
11-12-2003, 11:38 AM
#9
They have a meaning in my name thank you :p I never just use random numbers, in fact bar "666" in my old AIM account I've never used any other numbers....  [Read More]
Posted in: Please help meeeee!
 WadeV1589
11-11-2003, 6:37 PM
#7
What you think I needed the tutorial? :p I've noticed you never type numers in anyones name...why is that? I know it's off topic but the topic is answered now and I need to know!...  [Read More]
Posted in: Please help meeeee!
 WadeV1589
11-11-2003, 4:44 PM
#4
Whoever told you that was a detailphobe! Detailing is essential for any good map. You can't make misc_model(_static) detail as it doesn't affect vis so it's odd that adding a few of those gave you it. Nevertheless the way to remedy it is to detail yo...  [Read More]
Posted in: Please help meeeee!
 WadeV1589
11-11-2003, 3:15 PM
#2
The decoration you added, select it then hit Ctrl-D to make it detail, max_max_visibility is when your map has too many leafs/portals/nodes whatever you want to call them...all that matters is making non-hull brushes detail will cut the vis data down...  [Read More]
Posted in: Which BSP to use....
 WadeV1589
11-12-2003, 11:40 AM
#6
If you're lost with he BSP options in Radiant, don't use Q3Map2Toolz, it's great once you understand the options...otherwise it's a program with more confusion than the sexual orientation of Prince Charles!...  [Read More]
Posted in: Which BSP to use....
 WadeV1589
11-11-2003, 3:12 PM
#3
You don't have to use the one ending in -bounce 8 - this enables radiosity which is a way of attempting to copy real life by bouncing light off of surfaces to light areas that usually would not receive light. Radiosity is up to you if you want/need i...  [Read More]
Posted in: Walkthrough Shaders
 WadeV1589
11-10-2003, 11:37 PM
#2
textures/mymap/mytexture { surfaceparm trans surfaceparm nonsolid { map $lightmap } { map textures/mymap/mytexture blendFunc GL_DST_COLOR GL_ZERO } }...  [Read More]
Posted in: textures
 WadeV1589
11-10-2003, 2:05 PM
#6
If they're JPEG make sure that they are standard encoded, progressive will not load. Try sticking the textures in a pk3 instead of just typing sv_pure 0. That may work better, and then you'll never have to mes with pure server settings again, and yo...  [Read More]
Posted in: Func_static
 WadeV1589
11-11-2003, 6:30 PM
#5
It's not an advanced solution, just I've been mapping so long when someone asks a question like it I just splurt out the answer. Same is true for a lot of people here, just some can't be bothered to post solutions :p If you want a real entity feat c...  [Read More]
Posted in: Func_static
 WadeV1589
11-10-2003, 11:19 AM
#2
Right... You'll need 1 trigger_multiple, 1 target_delay, 1 target_relay and change the func_static to a func_wall - this is how to do it without any scripting whatsoever. Target the trigger_multiple to the target_delay. Target the target_delay to t...  [Read More]
Posted in: Light emitting shader?
 WadeV1589
11-09-2003, 9:32 PM
#7
One of the first things I noticed is leaving dynamic glow enabled (I was one of those fortunate to experience very little FPS drop with it enabled) lit up even the blackest areas of the map. I've been used to glows working poorly on black lightmap ar...  [Read More]
Posted in: Bot Routing Tutorials
 WadeV1589
11-09-2003, 12:33 PM
#2
http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1521 Directly from Ravensoft...  [Read More]
Posted in: func_rotate?
 WadeV1589
11-08-2003, 8:20 PM
#4
He just means the brush you created that is covered with the system/origin texture....  [Read More]
Posted in: Model Scaling in GTK Radiant
 WadeV1589
11-11-2003, 9:22 PM
#6
Here: http://sgmod.crashespad.com/misc/images/modelscale_vec.jpg You can see how it has affected the model in this picture as well...  [Read More]
Posted in: Model Scaling in GTK Radiant
 WadeV1589
11-09-2003, 12:37 PM
#3
Select the model and hit N Type modelscale as the key and a scale multiplier in the value box, so 2 would be 200% bigger Or type in a key of modelscale_vec and a value of 3 scale multipliers e.g. "2 1 3" to scale 2 in the x direction, 1 in...  [Read More]
Posted in: Invincible walls
 WadeV1589
11-08-2003, 8:21 PM
#3
Cover the entire brush in system/nodraw then texture one side with the texture you want to be able to see, that'll be non solid....  [Read More]
Posted in: Rather basic LE shaders
 WadeV1589
11-08-2003, 3:19 PM
#3
He just means get rid of the blendFunc GL_DST_COLOR GL_ZERO line (as you replied with it all in bold!)...  [Read More]
Posted in: Force Pushable/Pullable Objects
 WadeV1589
11-08-2003, 12:46 PM
#3
I've not looked into force pushing or pulling objects, but if you use a door, you can use the lip key to specify how far it should move. I would guess though that if you make a trigger_multiple that can be force pushed/pulled and added a script to i...  [Read More]
Posted in: HUGE MP Maps!!!
 WadeV1589
11-13-2003, 2:47 PM
#29
_gridsize 9999 bad!!! Nevermind it's not 3 values :p For a map that big, "256 256 512", if that still takes forever "512 512 512" but 256x256x512 really is big for the gridsize And yes _blocksize in the same place and use, for t...  [Read More]
Posted in: HUGE MP Maps!!!
 WadeV1589
11-13-2003, 12:35 PM
#24
lol Gothix he said what's the purpose of _gridsize not distancecull :p _gridsize - dynamic lighting of in-game entities such as the player model, it takes averages of the surrounding lighting and applies them to a grid, if you have a small gridsize...  [Read More]
Posted in: HUGE MP Maps!!!
 WadeV1589
11-13-2003, 12:36 AM
#20
If you really are making huge maps then vis data is going to become quite irrelevant if they're almost entirely open. So select a regular brush then press N. Type in a key of _blocksize and a value of "16384 16384 16384" (I hesitate to say...  [Read More]
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