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WadeV1589

Latest Posts

Page: 27 of 33
Posted in: not compiling.. help me fix this please!
 WadeV1589
11-06-2003, 12:32 PM
#5
I just noticed "SoF2Map v1.0c (c) 2000 Raven Software Inc."...why are you using SoF2Map? Get GTKRadiant 1.3.2 with YDNAR's compiler....  [Read More]
Posted in: not compiling.. help me fix this please!
 WadeV1589
11-05-2003, 10:39 PM
#3
WARNING: node with unbounded volume. Purge Evil Brushes! Run brush clean-up to rid those errors....  [Read More]
Posted in: Max_map_nodes
 WadeV1589
11-06-2003, 12:31 PM
#4
Have you used CSG subtract? That has the potential to increase your brush count if you're not careful. For map info just press M....  [Read More]
Posted in: Max_map_nodes
 WadeV1589
11-05-2003, 10:41 PM
#2
Possibly to do with having too many brushes? That's a stab anyway as I've never encountered this error before tbh. What is your map brush count anyway?...  [Read More]
Posted in: Some questions
 WadeV1589
11-05-2003, 10:42 PM
#2
1. Water doesn't turn sabers off 2. No 3. No doubt very little but I'm not a SW film fan. 4. The idea is to make it as wide as a player (so 32x32) and as high as you want them to climb. Place it near a ladder texture so it appears like they're climbi...  [Read More]
Posted in: Which Info Player Duel?
 WadeV1589
11-04-2003, 10:07 AM
#2
From the .def file: info_player_duel - initial potential spawning position for duelists in duel. info_player_duel1 - initial potential spawning position for lone duelists in powerduel. info_player_duel2 - initial potential spawning position for paire...  [Read More]
Posted in: Lava..
 WadeV1589
11-03-2003, 10:44 AM
#2
I'm going to take a stab at textures/korriban/kor1_lava . That one emits light so I'd presume thats the one they use in the mp maps that have lava....  [Read More]
Posted in: Free Rotation in GTK Radiant
 WadeV1589
11-02-2003, 7:50 PM
#4
Yes, brushes work to the grid (unless you turn it off - which is not a good idea for brush work). Patch meshes are those things you can drag into any shape you like but start of as a 2d flat plane. One you make one, you can hit V to drag parts of th...  [Read More]
Posted in: Free Rotation in GTK Radiant
 WadeV1589
11-02-2003, 7:37 PM
#2
Brushes want to snap to the grid by default. You can turn this off however you can end up with leaks etc. If you want brushes rotated, best thing to do is use a set of patch meshes and rotate those. That way you'll know to not even attempt to use the...  [Read More]
Posted in: shader alteration
 WadeV1589
11-02-2003, 9:50 PM
#11
Well you can't really make a brush appear like how you intend. And if you transport people without modifying the efx files you'll get the green effect on top of any effect you make. In the end the key is in efx files as they give you the kind of con...  [Read More]
Posted in: shader alteration
 WadeV1589
11-02-2003, 8:37 PM
#5
Look at effects/env/beam.efx effects/env/beam_bolts.efx effects/env/beam_lights.efx effects/mp/spawn.efx Those files are used to show the big green beam. Modifying those will modify how the effect works, you'll probably have to modify the shaders a...  [Read More]
Posted in: shader alteration
 WadeV1589
11-02-2003, 5:13 PM
#2
I'd presume it was an efx file that actually determines how the shader is applied. It's the same as the spawn effect. My question back to you is why do you want a Stargate SG-1 transport effect, what you makin? SG = curiosity....  [Read More]
Posted in: Playing Maps without the map command
 WadeV1589
11-03-2003, 10:40 AM
#14
For those of you wanting to disable the stupid hide file extensions thing (in XP): Go into any folder In the Tools menu go to Folder Options. Click the View tab Find "Hide extensions for known file types" and uncheck it. Click OK...  [Read More]
Posted in: Playing Maps without the map command
 WadeV1589
11-02-2003, 8:39 PM
#6
"Also it is easier to save it as a .txt and rename it to .arena." Unless you're one of those people who has "Hide file extensions for know file types" enabled, then you'll never get anywhere :p...  [Read More]
Why is everyone saying all this when all you have to do is block vis? It's usually a cause of making one hint brush that will benefit FPS...most of the other ideas so far will just leave the room being drawn but "maybe" make it so you can't...  [Read More]
Going back to what I said, this is merely an easy to fix vis issue...The game draws the sky behind everything it can see according to the vis data. Make those 2 areas visually separate and the skybox will no longer have that problem....  [Read More]
Do a BSP -meta only Then go to the plugin menu, Portal Viewer->Load Portals and check the Show 2D option. You'll get blue lines on your 2D Window. Take a screenshot of that - by the look of the layout so far it probably is a vis issue which can be...  [Read More]
Is there a way to walk around where you've built the skybox? If you can see behind a skybox and those 2 areas are connected, that's why. Unless your vis data is made to totally seperate the two areas, the skybox will be drawn behind both...the questi...  [Read More]
There was a bug in Q3Map2 causing this, you can fix it by downloading the latest compiler from http://www.shaderlab.com/...  [Read More]
Posted in: making objects visable only at close distance
 WadeV1589
10-29-2003, 3:43 PM
#5
An entirely clear fog...wouldn't that be...no fog?...  [Read More]
Posted in: how does teleport work?
 WadeV1589
10-28-2003, 7:45 PM
#6
np, glad to help...  [Read More]
Posted in: jk2 port
 WadeV1589
10-31-2003, 1:07 AM
#3
There's an error in the GTK JPEG loader, if you want to be able to see those "invisible" textures all the time without having to flush textures (which isn't guaranteed), get this pk3 - http://sgmod.crashespad.com/files/texturefix.pk3 - and...  [Read More]
Posted in: hyperspace ?
 WadeV1589
10-28-2003, 9:30 PM
#14
lol that's it. Fingers crossed this will be fixed in a patch. I think because of the major, and let's face it it's bloody huge, outburst of vehicle related mods out, including space ships there will be a patch that includes fixes for things like hype...  [Read More]
Posted in: Func_train question...
 WadeV1589
10-30-2003, 8:17 PM
#6
You can use icarus to do this, would be something along the lines of making a func_usable and placing two ref_tags in your map. The ref_tag's need targetname's like "moverpos1" and "moverpos2" and the func_usable needs a key of sc...  [Read More]
Posted in: New CTF map pics
 WadeV1589
10-31-2003, 9:40 PM
#21
GothiX, eternus_insilenti@hotmail.com ... got a new account and can't remember your MSN addy....  [Read More]
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