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WadeV1589

Latest Posts

Page: 8 of 33
Posted in: func_rotate direction
 WadeV1589
04-16-2004, 2:54 AM
#2
Check the boxes at the top of the entity window, you'll see X_AXIS and Y_AXIS....  [Read More]
Posted in: Spheres
 WadeV1589
04-16-2004, 1:36 AM
#2
Make a cone (the mesh cone), press V and drag the top line of vertices down to the middle line, that should give you a good hemisphere; then clone it and flip it. Should give you a pretty good sphere without using horrific multi-faced brushes....  [Read More]
Posted in: Where There's Smoke, There's.... Smoke
 WadeV1589
04-15-2004, 11:52 PM
#3
fx_runner, you'll probably have to create the efx file yourself though to make it appear to grow and then die off as I don't think any of them work that way exactly....there are small smoke efx files though....  [Read More]
Posted in: .PRT Files
 WadeV1589
04-15-2004, 10:14 PM
#2
A prt file will only be saved if there are no leaks in the BSP stage. Errors tend to prevent prt creation....  [Read More]
Posted in: help: water-shader...
 WadeV1589
04-15-2004, 6:21 PM
#2
Does the shader actually work? I mean can you see the animmap with the shiny surface on top of it? If that's the case have you remembered to add your .shader file to shaderlist.txt; it needs to be in there otherwise the brushes with that texture on...  [Read More]
Posted in: Error(youll see)
 WadeV1589
04-14-2004, 11:19 AM
#3
Look at the one I just said in a very recent thread called match_patch_planes...  [Read More]
Posted in: button teleporter
 WadeV1589
04-15-2004, 9:31 PM
#12
Is the target_deactivate set up properly including a delay on the target_relay?...  [Read More]
Posted in: button teleporter
 WadeV1589
04-13-2004, 5:47 PM
#6
There should be for a trigger_multiple in JA, if not, get the latest GTKRadiant....  [Read More]
Posted in: button teleporter
 WadeV1589
04-12-2004, 11:41 PM
#4
You make a button (use a func_usable). You make 5 entities by right clicking -> target_delay, target_activate, target_deactivate, target_teleporter, target_position. You make a trigger_multiple brush (covered in the system/trigger texture). Pre...  [Read More]
Posted in: button teleporter
 WadeV1589
04-12-2004, 10:56 PM
#2
button->target_activate->trigger_teleport button->target_delay->target_deactivate->trigger_teleport Set a delay on the target_delay and the trigger will remain active for that amount of time. Make sure to set the trigger_teleport to i...  [Read More]
Posted in: spiral staircase
 WadeV1589
04-12-2004, 7:52 PM
#2
One method here: http://www.planetquake.com/qworkshop3/tutorials/spiral/index.html Although admittedly not the best way Tried searching these forums to see if its been covered before? Choose JA mapping and JO mapping. Another here: http://www.mass...  [Read More]
Posted in: thanks
 WadeV1589
04-12-2004, 11:37 AM
#2
Heh, no problem. We're here to help after all...well I am anyway...I enjoy it...no comment on that please!...  [Read More]
Posted in: Oh those nasty Skyboxes!(Help,PLEASE!!??)
 WadeV1589
04-15-2004, 9:32 PM
#8
You do not use the textures that actually look like sky to make a skybox! They will act like regular textures in game, you must use one of the shaders which are the ones that say SKY on them...  [Read More]
Posted in: Oh those nasty Skyboxes!(Help,PLEASE!!??)
 WadeV1589
04-15-2004, 10:27 AM
#6
Those textures are used in the SKY shaders, you never apply them directly, as I said before you apply one of the things that say SKY on them, in-game they'll appear as regular sky uses those images you see....  [Read More]
Posted in: Oh those nasty Skyboxes!(Help,PLEASE!!??)
 WadeV1589
04-11-2004, 10:46 AM
#3
You just cover brushes in the sky texture (one of those textures that show up as black text saying SKY on a blue background. You use these brushes to seal off your map, you do NOT make a brush around your entire map! What I mean is if you have a wind...  [Read More]
Posted in: sand worms
 WadeV1589
04-12-2004, 1:35 PM
#10
Aren't the sandworms one of those NPC's that crash JAMP?...  [Read More]
Be sure to read that sticky thread for mapping tutorials and before you ask anything search before you post! It's a thing around here :p...  [Read More]
Posted in: loading screen
 WadeV1589
04-10-2004, 10:08 PM
#2
nameofbsp.jpg or nameofbsp.tga If it's a JPEG it has to be standard encoded, when you save it in the paint program you use, in the Save As dialog box click Options; there should be a place to choose between 2 types of compression format, you want t...  [Read More]
Posted in: newbie questions
 WadeV1589
04-12-2004, 11:48 AM
#13
I just compiled that map without changing it and it worked, instant death via falling and the screen fading to black. You are compiling this in GTK with it set to Jedi Academy right?...  [Read More]
Posted in: newbie questions
 WadeV1589
04-11-2004, 10:48 AM
#11
Send me a test map of what you're doing, if you can just re-create the problem in a box room so I can see why it keeps failing for you. Send to wade[at]stargatemods.com...  [Read More]
Posted in: Shader for LAVA
 WadeV1589
04-15-2004, 10:14 PM
#12
Texture = just that, an image that appears in game as is. Shader = file that specifies the properties of a brush/surface ranging from nonsolid to sky, lava to water and so on....  [Read More]
Posted in: A rolling stone?
 WadeV1589
04-12-2004, 1:22 PM
#16
Right....  [Read More]
Posted in: A rolling stone?
 WadeV1589
04-12-2004, 12:14 PM
#14
Erm...the move command doesn't rotate the brush, its format is move(from, to, time). If you want to get it to rotate you can issue a single command at the very start (if the stone is going in a straight line). rotate(< 1440 0 0 >, 27000) As yo...  [Read More]
Posted in: A rolling stone?
 WadeV1589
04-12-2004, 11:50 AM
#12
Try doing what I said before, move the second bit of information, you don't need all 3 values for the move command, only the first and last...but being the strange thing Icarus is, it will look like this: move ( $tag( "stone2spot2", ORIGIN...  [Read More]
Posted in: max_patch_planes
 WadeV1589
04-14-2004, 11:17 AM
#9
To make this work you need to put the patches into a map of their own and you must include at least one structural brush, however this can be covered in caulk and can be 1 unit cubed in size and placed behind the patch mesh so it doesn't ever show up...  [Read More]
Page: 8 of 33