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WadeV1589

Latest Posts

Page: 9 of 33
Posted in: Probably another bug in MP
 WadeV1589
04-10-2004, 1:15 PM
#2
fx_runner's are buggy more than you can even begin to imagine, one_shot won't always guarantee they really do fire once for example!...  [Read More]
Posted in: bon fire
 WadeV1589
04-10-2004, 9:05 AM
#2
Try env/fire_wall it may cover enough area to do it for you....  [Read More]
Posted in: need help with sky
 WadeV1589
04-08-2004, 11:57 AM
#3
Do you have an info_player_start? If not the map will leak. Do you have a model in the void? (You'd get entity leaked in the debug window if this is the case). Is it a custom sky shader? If so, post that. Failing that have you made the skybrushes...  [Read More]
Posted in: textures
 WadeV1589
04-08-2004, 11:53 AM
#4
And to go back to simple English: To texture a single face (or to select a single face to be more accurate) hold down Ctrl and Shift then click the face you want to texture; you can then apply a texture to a single face. Seen as you've brought this...  [Read More]
Posted in: water problem solved, now fog problems arise
 WadeV1589
04-08-2004, 5:24 PM
#5
That still doesn't explain it, in EF (the game before JO by Ravensoft) water and fog were both full brush texturing; why would they leave that to go to top/bottom texturing in JO to then return back to the original method (which is the easiest of the...  [Read More]
Posted in: water problem solved, now fog problems arise
 WadeV1589
04-08-2004, 12:07 PM
#3
Where on earth are people getting this texture the top and bottom thing from for water and fog? Try covering the entire brush in the fog shader....  [Read More]
Posted in: problems with water
 WadeV1589
04-08-2004, 5:26 PM
#10
I'm so glad I skipped JO and went straight to JA from EF, the amount of times I hear JO being mentioned in association with a problem or hard way of doing something is amazing! :)...  [Read More]
Posted in: problems with water
 WadeV1589
04-08-2004, 12:04 PM
#8
"Any other shape of water brush will most likely turn solid." - not if you always cover the entire brush in caulk_water then texture visible faces only with a water shader. If you use the clip tool on brushes that will become water then af...  [Read More]
Posted in: problems with water
 WadeV1589
04-07-2004, 4:01 PM
#4
Apply system/caulk_water to the entire brush then cover the top face with the water texture you want to use. It works every time and it follows the rule of texturing visible faces only....  [Read More]
Posted in: newbie questions
 WadeV1589
04-10-2004, 9:07 AM
#9
Are you doing this in single player? If that's the case there is a spawnflag FALLING and you set a key/value called count to determine how long it should last....  [Read More]
Posted in: newbie questions
 WadeV1589
04-07-2004, 4:07 PM
#5
I just realised there is no trigger_kill....where did that come from? Make a brush, cover it in the system/trigger texture, right click and turn it into trigger_hurt. Set dmg to -1 to cause fade death....  [Read More]
Posted in: newbie questions
 WadeV1589
04-07-2004, 9:53 AM
#2
1 - can be either 2 - -1 is for fall damage, best for pits....  [Read More]
Posted in: JA... what's that?
 WadeV1589
04-06-2004, 2:02 PM
#4
Or coding, modelling, skinning. Just because the gameplay seems boring doesn't mean the game should be! As for gameplay, you can do FFA, CTF, Siege, Racing, Flying. You can't be bored of them all, surely!...  [Read More]
Posted in: Light stage compile errors
 WadeV1589
04-07-2004, 7:43 AM
#6
I've had a model that's been scaled too big and got that error I'm pretty sure. As for breaking stuff up, how about using _lightmapscale 2 or 4?...  [Read More]
Posted in: Light stage compile errors
 WadeV1589
04-06-2004, 11:26 AM
#4
I've had this problem recently but I just am not sure what the problem was. I think it's one of the following: -Lightgrid on a surface is too big so it can't be stored -A bad model that is resulting in the lightmap going wrong -Something else that d...  [Read More]
Posted in: .arena?
 WadeV1589
04-09-2004, 10:32 AM
#19
have you left your arena file to say map "mp/duel1". If so that's why :p That line needs to point to your BSP....  [Read More]
Posted in: .arena?
 WadeV1589
04-07-2004, 4:05 PM
#13
Type in "Rylockfacility.arena" including the quotation marks and it won't add the .txt ending. Or if you know DOS you can use that to rename it, or if you know how to turn off hide file extensions in Windows, do that....  [Read More]
Posted in: .arena?
 WadeV1589
04-07-2004, 9:54 AM
#11
Microsoft Word not the best choice, stick to notepad whenever possible....  [Read More]
Posted in: .arena?
 WadeV1589
04-07-2004, 7:41 AM
#9
Ok then what about is it yourmap.arena.txt ? If you've got hide extensions off it'll be .txt if you created a .txt file and renamed it....  [Read More]
Posted in: trigger question
 WadeV1589
04-08-2004, 12:06 PM
#13
The glow command is to make the shader glow if you do r_dynamicglow 1 in the console....  [Read More]
Posted in: trigger question
 WadeV1589
04-07-2004, 7:44 AM
#8
Not all parameters are global in Icarus, SET_PARM1-8 is there to allow you to store/get data on a per-entity basis....  [Read More]
Posted in: trigger question
 WadeV1589
04-05-2004, 12:58 PM
#5
Actually maybe...my Icarus is still in the raw stage so I'm not sure but can you use the "SET_PARMx" on a player? If so you could set one of the parameters to "1" or something and check for that on the exterior trigger....  [Read More]
Posted in: trigger question
 WadeV1589
04-05-2004, 11:55 AM
#3
^ That will only work if no-one else can comes near you otherwise they could trigger the second trigger....  [Read More]
Posted in: Map tutoriel
 WadeV1589
04-04-2004, 3:11 PM
#29
Looking around the best I can find is the reason you should avoid it is it overcomplicates the BSP making it bigger and more complex than in necessary. In some situations it's probably a good idea though (like your exterior texturing of the L shape...  [Read More]
Posted in: A rolling stone?
 WadeV1589
04-10-2004, 1:19 PM
#10
For a start once you issue a move command it 'gets put onto another runner' or something like that...what I mean is even though you're telling the move command to take 3 seconds, once the move command has been executed the next command will be execut...  [Read More]
Page: 9 of 33