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WadeV1589

Latest Posts

Page: 6 of 33
Posted in: Cylinder trouble.
 WadeV1589
05-08-2004, 2:53 PM
#5
It performs meta sorting on patches effectively making them into brushes in the BSP instead of actual patches still - I think anyway. If you need a big circular object, separate it into it's own map, add at least one brush in there (anywhere and onl...  [Read More]
Posted in: Cylinder trouble.
 WadeV1589
05-08-2004, 1:44 PM
#2
I'm guessing this is a pretty large cylinder for it to deform. I think using -patchmeta fixes it as it turns the meshes into brushes ingame....  [Read More]
Posted in: Problem with custom textures
 WadeV1589
05-07-2004, 9:29 AM
#2
Custom textures: Must be powers of two in size: e.g. 512x256, 256x256, 128x256 and so on. Must be standard encoded if JPEG, not progressive (this is in options under the save as dialog in almost all popular paint programs). Lightgrid array mismatc...  [Read More]
Posted in: Opening Existing Maps
 WadeV1589
05-06-2004, 6:13 AM
#4
http://www.lucasforums.com/showthread.php?s=&threadid=124278&highlight=decompile http://www.lucasforums.com/showthread.php?s=&threadid=123430&highlight=decompile That was searching for decompile :p As for the textures, I think they...  [Read More]
Posted in: Opening Existing Maps
 WadeV1589
05-05-2004, 8:08 PM
#2
First off "search" Second off, good luck decompiling maps like that, god knows how they'll come out with the amount of unique entities n stuff. To be nice though q3map2.exe -game ja -fs_basepath "d:/path/to/gamedata" -convert -f...  [Read More]
Posted in: 6000 seconds to compile???
 WadeV1589
05-05-2004, 6:43 AM
#3
Also if it's the vis stage taking a while you need to be detailing....  [Read More]
Posted in: Sand Rock Blend
 WadeV1589
05-03-2004, 11:34 AM
#3
The latest Q3Map2 has the ability to use brushes to set alpha values on meshes/triangle groups which means you can blend textures a different way. http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7655...  [Read More]
Posted in: WARNING: Node With Unbounded Volume
 WadeV1589
05-03-2004, 11:32 AM
#4
In GTK 1.2.13 go to the plugins menu->bobtoolz->brush cleanup In newer GTK versions simply click the button with the green and blue arrows pointing in a circle on the toolbar....  [Read More]
Posted in: Vertical door goes ^ NOT >
 WadeV1589
05-01-2004, 12:21 PM
#3
Yeah there is....he must have missed the bits that say it :p...  [Read More]
Posted in: Custom Compile?
 WadeV1589
05-01-2004, 12:19 PM
#10
Oh you may have a point more, it is jk2...oopsy... I never really compiled anything for JO so there ya go! Change those -game jo bits to -game jk2...  [Read More]
Posted in: Custom Compile?
 WadeV1589
05-01-2004, 8:16 AM
#4
Batch file! Screw that stupid Q3Map2! Ahem... Save this as compile-jo.bat in your base\maps directory (that's not .bat.txt! so make sure hide file extensions is off) @"D:\Program Files\GtkRadiant-1.4\q3map2.exe" -v -game jo -fs_basepath...  [Read More]
Posted in: holes in brushes (can i make them?)
 WadeV1589
05-01-2004, 12:21 PM
#7
Shift+Enter splits the brushes deleting no bits so it doesn't have to delete the bits in red. :)...  [Read More]
Yes, the face covered with hint will be the face that creates the portals. The skip faces will be treat like they aren't even there....  [Read More]
Yes, just be sure you know how to add in hint!...  [Read More]
Why would you need skyfix for JA? AFAIK it doesn't need it. As for why disable verbose mode...I was just stating the compile options, -v is optional; the stuff I said was essential. If your vis data is too big then you need to re-think your detail/...  [Read More]
bsp -meta vis light -fast -samples 3 -patchshadows or light -fast -super 2 -filter -patchshadows...  [Read More]
Where else would it come from....?...  [Read More]
caulk_water ensures the brush will act as water, caulk_lava will ensure the brush will act as lava. If you use caulk_nonsolid or nodraw then there is a chance that the brush will come out just being nonsolid with one surface looking like water but th...  [Read More]
Make a brush covered in system/caulk_water then texture the top face only with this shader...remember to add the name of the shader file to shaderlist.txt in order for Q3Map2 to actually recognise it's a shader and compile it as water as well!...  [Read More]
Posted in: Lavafall
 WadeV1589
04-24-2004, 2:13 PM
#5
A 'waterfall' of lava would result in some bits of it splashing and cooling down and so an fx_runner is better as it can mimic this randomness....  [Read More]
Posted in: Help Me!!!!!!!
 WadeV1589
04-28-2004, 10:53 AM
#9
Ah multiple thread issues....  [Read More]
Posted in: Jedi Academy
 WadeV1589
04-28-2004, 8:36 PM
#18
Make a light entity targetted at an info_null. The direction of the line is the direction of the sun. Select the light entity and give it a key/value of _sun/1. For nicer lighting also give it the following keys/values: _deviance/2 _samples/16 For...  [Read More]
Posted in: Jedi Academy
 WadeV1589
04-25-2004, 12:54 PM
#13
Not looking bad....  [Read More]
Posted in: RE_LoadWorldMap:Maps/doom_room.bsp not found
 WadeV1589
04-25-2004, 12:47 PM
#13
They from JO or something? If you've got some JO maps in your base folder you're going to start using shaders that won't compile and others won't have, be sure to stick to JA textures and custom textures you know about and can include in the PK3....  [Read More]
Posted in: Locking Doors?
 WadeV1589
04-29-2004, 12:05 PM
#9
Such a good idea I'll be giving anyone who does that 1/10 if it makes it onto JK3Files :p Seriously, you're a mapper, not a judge....  [Read More]
Page: 6 of 33