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WadeV1589

Latest Posts

Page: 29 of 33
Posted in: mp skies
 WadeV1589
10-24-2003, 9:59 AM
#2
You said the JA only version, I presume that means the beta version, you need to get GTK Radiant 1.3.12 Raven which weighs in at nearly 60mb. That fixes most of the missing shader problems....  [Read More]
Posted in: non-solid to solid?
 WadeV1589
10-23-2003, 6:57 PM
#6
I had totally forgot about Q3Map2 autoclipping even though I'm using it in my current map...:rolleyes: Aren't you supposed to avoid auto-clip for small models tho? I swear I remember reading that. It was designed for large models and terrain models....  [Read More]
Posted in: non-solid to solid?
 WadeV1589
10-23-2003, 5:24 PM
#4
textures/system/physics_clip { qer_editorimage textures/system/physics_clip qer_trans 0.3 surfaceparm nodraw surfaceparm trans q3map_nolightmap }Yeah I see what you mean it would clip, I don't get why they removed shotclip though, could've left it an...  [Read More]
Posted in: non-solid to solid?
 WadeV1589
10-23-2003, 3:44 PM
#2
The most original way (i.e. the pure mappers way) is to surround it with simple shapes of system/clip and system/shotonlyclip On that topic, why isn't there a system/shotclip shader? The texture is there, just no shader. So what is one supposed to u...  [Read More]
Posted in: can't get my Awing model to appear in game right
 WadeV1589
10-24-2003, 10:06 AM
#7
I think some shaders are in order with the following things in them models/mapobjects/temple/tunnel { q3map_nonplanar q3map_forcemeta q3map_clipmodel q3map_shadeangle 20 q3map_lightmapsamplesize 64 { map $lightmap } { map models/mapobjects/temple/tun...  [Read More]
Posted in: can't get my Awing model to appear in game right
 WadeV1589
10-23-2003, 2:47 PM
#4
For ASE name the textures (not diffuse map, the actual full texture) in 3DS Max the relative path e.g. models/map_objects/awing/body - without .tga or .jpg . Then export it as an ASE and as long as those textures exist in the right place in base they...  [Read More]
Posted in: Seige Questions
 WadeV1589
10-23-2003, 10:42 AM
#2
Using the original Icarus in MP so far I've been able to make the player invisible, I couldn't force a disarm though. Of course I knew nothing of Icarus until last night so this is coming from a one night creation binge where I undoubtedly missed a f...  [Read More]
Posted in: New CTF map pics
 WadeV1589
10-23-2003, 2:55 PM
#7
I'd ignore GothiX for a few days if I were you he seems off lately, hopefully it will pass. As for 2 fixes I see http://sgmod.crashespad.com/misc/images/sample1.jpg By rotate I mean in the surface inspector, rotate the texture :)...  [Read More]
Posted in: New CTF map pics
 WadeV1589
10-23-2003, 2:42 PM
#4
Not looking too bad, ignore what others may think ^^^ :rolleyes: He said textures look stretched, that's true, did you use "Fit" then like 2x1? I'd try just increasing the total numbers, say 3 across for the texture in shot 1. The lighti...  [Read More]
Posted in: Respawning and NPC in MP.
 WadeV1589
10-23-2003, 10:46 AM
#6
Now, around your entire map; create a trigger_once withWell that's messy...Icarus would be much tidier....  [Read More]
Posted in: Custom Skins On Saber Hilts
 WadeV1589
10-23-2003, 3:04 PM
#3
You can use a current model and add a new saber by first creating a .skin file, it's plain text and basically looks something like this:w_blade,models/weapons2/saber_dual_1/dark_knightwhere the first bit (w_blade) is the name of the mesh of the saber...  [Read More]
Posted in: Problem with func_group
 WadeV1589
10-21-2003, 8:54 PM
#2
The key settings are different, you can either use the new method which is Shift+Alt+Click (replacing Shift+Click for grouped brushes) or change the settings to work like they used to by going into preferences->3D View->paint-select:Yes (Classi...  [Read More]
Posted in: Clear Textures?
 WadeV1589
10-23-2003, 10:44 AM
#9
From the shader: textures/common/glass textures/common/glass_no_tess textures/common/glass_reflective textures/common/glass_reflective_double-sided There are some that begin env_ as well but I've not noticed those before :confused: Ah well, I often...  [Read More]
Posted in: Clear Textures?
 WadeV1589
10-22-2003, 12:04 PM
#6
You'll probably find all the ones with the word glass in their names are clear :rolleyes: And before anyone leaps at a chance to correct me (if you haven't noticed that happens a lot around here) there could be 1 or 2 "glass" shaders that...  [Read More]
Posted in: Clear Textures?
 WadeV1589
10-21-2003, 10:51 AM
#3
...isn't that a tutorial on how to make glass? All he wanted to know was where the glass textures are in JA...try in common, there's several glass textures in there you can apply to a brush to make it transparent....  [Read More]
Posted in: Anyway to combine caps and patches into a brush?
 WadeV1589
10-19-2003, 9:14 AM
#2
If the patches end at exactly the same points (so the vertices overlap on one edge) you can use the Combine Mesh function. I'd recommend you func_group them instead as combining them into one mesh will combine the lightmap of the mesh and creatin sm...  [Read More]
Posted in: How 'bout THIS for a new saber design...
 WadeV1589
10-19-2003, 9:22 AM
#4
Just remember it's his** game and if he wants to use a sword, he can :p You'll need to make the saber blades invisible tho, unlike JK2 you can't specify an invisible blade by default in .sab files which seems totally insane as in single player there...  [Read More]
Posted in: 3 questions
 WadeV1589
10-19-2003, 9:12 AM
#4
Go into the textures menu then click the entry that has the same name as the folder you created under textures\ (where you placed all your texture files). Music has to be stereo 44KHz in order to work as a worldspawn music. Regular target_speakers r...  [Read More]
Posted in: Re_loadworldmap....
 WadeV1589
10-18-2003, 6:18 PM
#3
It doesn't have to be in a PK3, just type sv_pure 0 before you /map it up....  [Read More]
Posted in: func_door as elevator how
 WadeV1589
10-17-2003, 11:40 AM
#2
If you're using a func_door you...let me see if I get this right...set the angle to the opposite of the direction you want it to go (from where it starts, i.e. where you map it) and set a lip value of the distance you want it to travel + the height o...  [Read More]
Posted in: Siege Mapping
 WadeV1589
10-17-2003, 11:53 AM
#2
I haven't read thru it all yet, but have you tried http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1537 it's the Raven siege documentation....  [Read More]
Posted in: Official or not?
 WadeV1589
10-16-2003, 5:01 PM
#13
and GTK just simply wont run.Have you posted your problems here for us all to try and help you get it to run?...  [Read More]
The "official" version is 1.3.12 and has no RC as part of the name. If you have the correct version you'll be able to see all the sky shaders if you load up that directory, you should also get no missing shaders in the system directory. Tr...  [Read More]
Posted in: Will there be a JK3 radiant?
 WadeV1589
10-16-2003, 10:02 AM
#35
Base\shaders too otherwise it's possible to end up with missing textures appearing in GTK....  [Read More]
Posted in: A little help with switchable stuff?
 WadeV1589
10-15-2003, 10:39 AM
#10
so you can't run away from your own speech.That's a Quote of the Day :D...  [Read More]
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