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WadeV1589

Latest Posts

Page: 7 of 33
Posted in: Lavafall
 WadeV1589
04-24-2004, 10:31 AM
#3
Yes getting someone else to do stuff for you is always the best approach to advancing your skills...:rolleyes: fx_runner here, try key // value fxFile // env/lava_flow2 Oh and you'll probably have to edit it to cover a larger area and so on to get...  [Read More]
Posted in: Tractor Beam Effect
 WadeV1589
04-24-2004, 10:32 AM
#2
That's just a cylinder (mesh) with a shader on it. To make a really nice tractor beam would require an fx_runner and the ship actually moving....  [Read More]
Posted in: Auto Clipping
 WadeV1589
04-24-2004, 10:26 AM
#3
+ the PM where I told him how last night (this thread wasn't here). The search function may as well just be removed!...  [Read More]
Posted in: Help Me!!!!!!!
 WadeV1589
04-24-2004, 1:06 AM
#2
http://www.qeradiant.com/ Download GTKRadiant 1.4.0 for Raven games....  [Read More]
Posted in: Help Me!!!!!!!
 WadeV1589
04-24-2004, 10:29 AM
#4
Dude...what the hell happened to my post? I made a post that just pointed to http://www.qeradiant.com/ and it's gone! Is my PC acting up again......  [Read More]
Posted in: Jedi Academy
 WadeV1589
04-24-2004, 10:28 AM
#11
Ah but the most important thing is it was true...as usual I was drunk :D To keep on topic....a reminder of the horrific glass floor :p...  [Read More]
Posted in: Jedi Academy
 WadeV1589
04-24-2004, 12:36 AM
#7
That glass floor looks bad and the textures are tiling way too much. (I'm taking a blunt honest approach as I'm too drunk to be nice today :p)...  [Read More]
Posted in: Jedi Academy
 WadeV1589
04-23-2004, 4:52 PM
#2
Looking nice, now how about some actual information about it? :p Also a shadow or two would be nice, right now it seems very weak on the light side although I'm sure this is an early shot right?...  [Read More]
Posted in: RE_LoadWorldMap:Maps/doom_room.bsp not found
 WadeV1589
04-23-2004, 5:11 PM
#5
/sv_pure 0 /map mapname...  [Read More]
Posted in: Weird...max_map_visibility
 WadeV1589
04-23-2004, 9:10 PM
#10
Just plain and simple 2048 2048 2048...  [Read More]
Posted in: Weird...max_map_visibility
 WadeV1589
04-23-2004, 4:49 PM
#8
To be totally correct _blocksize 2048 2048 2048 As blocks are 3D objects :p...  [Read More]
Posted in: Weird...max_map_visibility
 WadeV1589
04-22-2004, 8:43 PM
#4
Not necessarily....where did you get that from? In large space maps or in large open maps (such as terrain based maps) you should use a large blocksize because there is no need for the vis blocks as practically every single section can see every oth...  [Read More]
Posted in: Weird...max_map_visibility
 WadeV1589
04-22-2004, 3:28 PM
#2
_blocksize ?...  [Read More]
Posted in: gensurf black trianlge problem :(
 WadeV1589
04-20-2004, 3:55 AM
#2
When you're creating it is it using blended terrain? That screenshot is too small/dark to work out if it's blending textures together or not. If it is then 3 textures can't meet in the same place otherwise I think you get that error. Besides that I d...  [Read More]
Posted in: How do you make waterfalls?
 WadeV1589
04-17-2004, 11:53 PM
#3
The best way is a combination of meshes covered in a fast moving water shader and fxFiles. The best way to do anything good in JA never is a simple step....  [Read More]
Posted in: Luke.... Mute the Force, Luke....
 WadeV1589
04-17-2004, 11:55 PM
#3
How about using caulk_nonsolid, that totally blocks vis and shouldn't show up at all. If you want to texture faces of it just copy the caulk_nonsolid shader and modify it to show textures....  [Read More]
Posted in: Sand_creature in MP?
 WadeV1589
04-17-2004, 2:56 PM
#2
AFAIK if you try and spawn the sand creature in MP it crashes the game. In SP it works by being able to go underground which must have been coded into SP. I really don't know if it would be possible at all; I honestly doubt it without some new code....  [Read More]
Posted in: teleporting : HELP NEEDED
 WadeV1589
04-17-2004, 10:41 AM
#3
Well I hate to be the face of brute honesty but search! All those 3 things have been covered before so if you go to the top of the page you'll see "SEARCH" (second image from the right at the top). Choose this forum as the forum to search...  [Read More]
Posted in: MIRRORS?????Help
 WadeV1589
04-18-2004, 4:02 PM
#16
That would have been easy in EF, bloody hard now....  [Read More]
Posted in: MIRRORS?????Help
 WadeV1589
04-18-2004, 2:14 PM
#13
A floor is usually fine, so is a mirror against a wall (on a structural brush) but say you wanted to make a mirror in the middle of a room...you can't now. It has to be totally vis blocked behind it....  [Read More]
Posted in: MIRRORS?????Help
 WadeV1589
04-18-2004, 12:34 PM
#11
They didn't take the code out but they did make it a pain to use compared to how it used to be...it only renders if nothing is visible behind it in JA....  [Read More]
Posted in: MP/Duel bot questions
 WadeV1589
04-16-2004, 10:05 PM
#2
I may just not know this (it does happen :p) but I don't think either of those are possible in MP, bots are classed as human players in MP, NPC's are those things you spawn with the /npc command and so you can trigger things according to NPC/player b...  [Read More]
Posted in: map making for newbies
 WadeV1589
04-16-2004, 1:52 PM
#5
You downloaded the wrong GTK installation. Choose the "Raven games" one....  [Read More]
Posted in: button teleporter
 WadeV1589
04-16-2004, 6:39 PM
#14
Ooops I meant 'wait'...  [Read More]
Posted in: WARNING: Hit per-surface style limit (4)
 WadeV1589
04-23-2004, 4:50 PM
#7
Only use lightstyles when you really really need them, don't just use them in excess 'cuz they look cool'....you'll regret it and so will the people who play the map and get crap FPS for no real reason. Oh yeah and if you have 2 lights near each oth...  [Read More]
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