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WadeV1589

Latest Posts

Page: 3 of 33
Posted in: _remap key
 WadeV1589
06-16-2004, 6:19 AM
#8
Google result for gmax uvw tutorial (http://www.google.co.uk/search?q=gmax+uvw+tutorial&ie=UTF-8&hl=en&btnG=Google+Search&meta=) Second result is quite good: this one (http://www.worldoftrainz.com/Pages/TutorialsTRS/GmaxRollingStockT...  [Read More]
Posted in: _remap key
 WadeV1589
06-15-2004, 9:50 AM
#6
You need to enlighten me as to what modelling program you're using :) First of all though try the help file, if it doesn't cover how to texture map then it's crap :p...  [Read More]
Posted in: _remap key
 WadeV1589
06-15-2004, 8:05 AM
#4
You have to apply a UVW map in you modelling program to ensure the texture looks how you expect it....  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-19-2004, 6:25 AM
#30
If you have GTKRadiant 1.4.0 then use the q3map2.exe that's in the GTKRadiant directory. If you don't, download the latest version from here (http://www.shaderlab.com/q3map2/2.5/q3map_2.5.14_win32_x86.zip) and extract it to its own directory....  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-18-2004, 12:22 PM
#27
On my PC.... Jedi Academy - D:\JA GTKRadiant (where Q3Map2.exe is) - D:\Program Files\GtkRadiant-1.4 This would mean the file would be very similar to my above post (I actually have a subfolder for Q3Map2 but that's just me). Commonly it's like:...  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-18-2004, 7:06 AM
#24
Erm? What are you saying? My post says copy and paste the code into notepad, save as makease.bat, change the file paths and then drag and drop to compile. You don't need to worry about subdivisions....  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-17-2004, 11:09 AM
#22
Sorry I don't get your problem? Also what did you mean about Q3Map2 compiling slower than Radiant? Radiant uses Q3Map2 to compile! It should actually be faster if Radiant isn't open because Radiant uses CPU and memory....  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-17-2004, 9:37 AM
#17
You need q3map2 to make the ase from a .map file And you can change all the paths, doesn't matter where q3map2 is or where JA is, all that matters is you type it to match your PC and use / instead of \ in the fs_basepath....  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-17-2004, 9:17 AM
#14
Put this into notepad and save it as makease.bat in your base\maps folder. Then all you have to do is drag a .map onto it and it will make you the .ase from it :) (Remember to change the paths to suite your PC!) @echo off @"D:\Program Files\Gt...  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-17-2004, 6:18 AM
#12
I've used ASE creation a lot, especially in my last map and I can assure you you don't need the caulk box nor the info player start, a map created purely of meshes and brushes with no entities will not leak, it will quite happily compile and then can...  [Read More]
Posted in: Arcade Cabinet model
 WadeV1589
06-16-2004, 6:23 AM
#9
To make an ASE is easy, no tutorials needed: Build what you want in GTK, you need it to be structural (don't set anything to detail). If you make it totally out of patch meshes place one brush covered in caulk that only needs to be 1x1x1 in size som...  [Read More]
Posted in: Can See other rooms through Skyboxes
 WadeV1589
06-14-2004, 9:43 PM
#8
If anything you have to use hint and always do a vis compile to check it is actually in-vis-ible (aha :p). Always think of one thing though...if you can see a room through a skybox and it's connected to the room you're in then logically you should b...  [Read More]
Posted in: Can See other rooms through Skyboxes
 WadeV1589
06-14-2004, 5:36 PM
#6
That's everything you can see according to the vis data for the position the player is standing in, you can easily put stuff behind a skybox connected to the room with the skybox provided you sort the vis data out to block it....  [Read More]
Posted in: Can See other rooms through Skyboxes
 WadeV1589
06-13-2004, 5:37 AM
#3
The problem you're having is most likely a vis issue, if the vis data says you can see those rooms behind the skybox then they will be drawn. Look up vis, portals, nodes...should bring something useful up....  [Read More]
Posted in: Free Rotation !
 WadeV1589
06-12-2004, 8:35 AM
#5
One thing it can be used for is patch meshes, they store their coordinates differently and so don't distort if rotated....  [Read More]
Posted in: ghost models
 WadeV1589
06-11-2004, 5:57 AM
#7
"Well, erm, not to contradict Wade, but I've never personally seen any of the adverse autoclipping effects. Still, I'm using that technique less and less..." It's happened to me several times and YDNAR did post it can happen. I'm not sayin...  [Read More]
Posted in: ghost models
 WadeV1589
06-10-2004, 7:50 PM
#3
Just to totally re-emphasise point 2, for any model that isn't basically huge you really need to use the physics_clip brush method. In fact number 2 is best used only for terrain models. It can lead to some pretty odd clipping results - most noticea...  [Read More]
Posted in: Combining maps
 WadeV1589
06-09-2004, 12:43 PM
#2
File->Import...  [Read More]
Posted in: Hmm
 WadeV1589
06-09-2004, 12:44 PM
#8
/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private "message" text to print "wait" don't fire off again if triggered within this many milliseconds ago If "private", only the activator gets the messa...  [Read More]
Posted in: okay im making a huge map, is it too big?
 WadeV1589
06-13-2004, 9:55 AM
#17
Over 25, 000 for the EF one....  [Read More]
Posted in: okay im making a huge map, is it too big?
 WadeV1589
06-13-2004, 9:05 AM
#15
On all newer cards (I'd say GF4 onwards) the actual triangle count in a scene has started to matter less and less, engines have been modified in order to deal with more triangles as well. No one I know of to date has gone as extreme as I did in EF an...  [Read More]
Posted in: okay im making a huge map, is it too big?
 WadeV1589
06-13-2004, 5:40 AM
#13
Don't know what what is? That's your first post in this thread and you've just lost me....add in the fact I only just woke up and you've REALLY lost me :p...  [Read More]
Posted in: okay im making a huge map, is it too big?
 WadeV1589
06-08-2004, 5:01 PM
#10
Explanation of areaportal: search the forums :D We've been over them so many times......  [Read More]
Posted in: okay im making a huge map, is it too big?
 WadeV1589
06-07-2004, 10:36 AM
#6
Last large open map with lots of stuff was a pain to run...complex open areas are usually a bad idea....  [Read More]
Posted in: Animated Models.
 WadeV1589
06-07-2004, 10:34 AM
#3
You have to make those GLA thingies...something I could not work out last time I tried! I'm sure it's easier than what I was doing though... Yes, this was an almost pointless post...but I did mention GLA!...  [Read More]
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