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WadeV1589

Latest Posts

Page: 28 of 33
Posted in: making objects visable only at close distance
 WadeV1589
10-28-2003, 5:29 PM
#2
If you mean something simple like distance culling (keep in mind this will affect the entire map and may not work anything like you want it to) you select any normal brush then press N, type a key of "_distancecull" and a value of whatever...  [Read More]
Posted in: GtkRadiant Help :(
 WadeV1589
10-28-2003, 5:23 PM
#4
Until Emon appears (shouldn't be long) do you use dual monitors? I've heard a lot of people are having problems like this while running 2 monitors....  [Read More]
Posted in: how does teleport work?
 WadeV1589
10-28-2003, 4:01 PM
#4
http://sgmod.crashespad.com/misc/vehicle_trans.zip...  [Read More]
Posted in: how does teleport work?
 WadeV1589
10-28-2003, 9:54 AM
#2
A trigger_teleport will work the same for an NPC (including vehicles) so just make a large brush out of system/trigger, make it a trigger_teleport and target it at a target_position, simple as!...  [Read More]
Posted in: Creating Stairs?
 WadeV1589
10-27-2003, 5:06 PM
#4
Lots of tutorials @ http://richdiesal.jedioutcastmaps.com/tutorials/ They're for JO but apply to JA (both use Radiant)...  [Read More]
Posted in: Creating Stairs?
 WadeV1589
10-27-2003, 3:12 PM
#2
Stairs or spiral stairs? Regular stairs are easy, just lots of square brushes, spiral stairs take a bit of explaining on how to do them best....  [Read More]
Try setting in worldspawn: "distancecull" "32768" or some other high value, if you have maps with a LARGE open space that then this value should be larger than the distance between the furthest two points in that area. You may hav...  [Read More]
Posted in: hyperspace ?
 WadeV1589
10-28-2003, 3:52 PM
#12
Yes...but that isn't all it should do. You should be able to specify the distance you travel in hyperspace and have the animation play in the correct direction. So far everyone has been able to get it to fly you insanely with an off direction animati...  [Read More]
Posted in: hyperspace ?
 WadeV1589
10-28-2003, 10:03 AM
#10
Sorry but all that does is makes it fly for the default amount of time with the animation playing in the same direction along the X axis. That's how to see the affect...not how to get it to work how it should....  [Read More]
Posted in: hyperspace ?
 WadeV1589
10-27-2003, 10:22 AM
#6
That would mean that target and target2 were both pointing to two target_position's and the same target_position's at that...I don't see that working....  [Read More]
Posted in: hyperspace ?
 WadeV1589
10-26-2003, 7:26 PM
#4
trigger_hyperspace doesn't pay attention to the directions you specify if you follow the entity window, the animation always plays in the X direction of the grid. There is also a thing where it doesn't pay total attention to the distance you set usi...  [Read More]
Posted in: Sideways saber blade?!
 WadeV1589
10-26-2003, 1:54 PM
#2
I had that problem so I loaded the MD3 into MD3View (JK2 tools) and say the X axis was still pointing the wrong way on the tag and so worked out which way to rotate it to. Double check with MD3 view the X axis is in the right direction....  [Read More]
Posted in: How do you add tags to a model in 3DS Max 5
 WadeV1589
10-25-2003, 7:25 AM
#2
Make a box, sphere, plane, anything reallyand place it where you want the tag, then rotate it so the X axis points perpendicular to the surface (the X axis is the axis that determines direction). Then rename it to tag_whatever. Just look up the names...  [Read More]
Posted in: question
 WadeV1589
10-25-2003, 6:05 PM
#4
File->New, then map...that's it, no creating worldspawns, just make brushes and texture them. Simple as!...  [Read More]
Posted in: CSG merge??
 WadeV1589
10-24-2003, 9:42 PM
#7
I always get concave and convex confused when I'm drunk, stupid stupid stupid! I mean come on, a cave is a hole, it goes in....it's eeeeeeeeeeeeeasy to remember, ARGH!...  [Read More]
Posted in: CSG merge??
 WadeV1589
10-24-2003, 4:25 PM
#2
CSG merge allows you to merge 2 adjacent brushes that are concave. It's a useful tool if you want to make a complex brush out of smaller pieces and then merge them all together, just tidies up really. Calling it CSG merge was a a bad idea as it gives...  [Read More]
Originally posted by Psyk0Sith As far as i know G-max is like milkshape...no skin modifier, you need 3D max 4+ or (possibly) softimage for player models. If you're referring to UVW unwrapping then GMax has those features, 3DS Max's are more advanced...  [Read More]
Do you mean to make glm files? Milkshape 3D can export to MD3, so do that, then get the JK2 SDK (seen as JK3 tools still aren't out) and use MD3View to convert it to a glm file. Anyone got a tutorial link that covers Milkshape to Jedi Outcast? (sam...  [Read More]
Posted in: Door sounds
 WadeV1589
10-25-2003, 12:30 PM
#7
Make a trigger_multiple in front of the door large enough for a player to walk into. Ctrl-K it to a target_speaker with a noise value of the path to the .wav or .mp3 Oh don't forget to set a wait value of a couple of seconds on the trigger_multiple...  [Read More]
Posted in: Using ships without cheats?
 WadeV1589
10-28-2003, 5:27 PM
#9
For distance culling select a regular brush and press N to get the entity window, you'll have the worldspawn selected ("classname" "worldspawn"). Type a key of _distancecull and a value of ... whatever and that's how far the game...  [Read More]
Posted in: Entety window wisdom
 WadeV1589
10-25-2003, 6:02 PM
#8
JK2Radiant has the defs in the tools directory? New to me! I've been with GTKRadiant since about 1.2.10 though so it's pretty much all I know....  [Read More]
Posted in: Entety window wisdom
 WadeV1589
10-25-2003, 4:37 PM
#6
I've read the problems, but I also know a lot of people don't have problems, and if they do it's usually fixable. If you haven't even tried it, you should. If you have and haven't asked in these forums for any problems you have, you should. Just pla...  [Read More]
Posted in: Entety window wisdom
 WadeV1589
10-25-2003, 12:28 PM
#4
Is there a reason you don't have GTK? One we may be able to help with? http://sgmod.crashespad.com/files/defs.zip in the meantime anyhow, the sp and mp entity definition files (sp_entities.def and mp_entities.def)...  [Read More]
Posted in: New CTF map pics
 WadeV1589
10-28-2003, 10:07 AM
#13
Originally posted by Rankith One other thing. I am not sure if there is a better way to do this but if I have two or more burshes next to eachother that arent neccsesarily the same size and I need the texture to fit perfect over the surfaces and be...  [Read More]
Posted in: Clipper Tool Woes
 WadeV1589
10-24-2003, 12:11 PM
#5
If you mean a mesh cylinder, you can't clip them....  [Read More]
Page: 28 of 33