Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

[SASH]Nathan

Latest Posts

Page: 1 of 2
Posted in: How big can the maps be?
 [SASH]Nathan
01-08-2004, 4:55 AM
#2
the max gridsize is around 10,000 by 10,000 grid units, u may be able to push it slightly higher but thats what i prefer to stick to. Any higher and the map wont light proberly ( it will bright as hell )...  [Read More]
Posted in: Model maker/texture maker needed
 [SASH]Nathan
01-08-2004, 4:07 AM
#2
best bet is to find sum1 who has modeled a new swoop or vehicle, email them and see what they say, you asking alot tho as both making a model for sum1 and makign a skybox is a awefully big thing to ask, your best bet would be to download gmax and try...  [Read More]
Posted in: BSP help
 [SASH]Nathan
12-31-2003, 5:04 AM
#3
make sure you didnt make the box using CSG subtract :), make sure its water tight, does that sky shader give out light? if not make sure you palce a light in it also. best bsp options is the ones with test next to it, then use the final bsp option w...  [Read More]
Posted in: Fog rendering problem
 [SASH]Nathan
12-28-2003, 4:42 PM
#6
keep yur brushs simple, use one big sqr for each section of fog you want, also i heard keeping fog brushs on the grid line helps too ( gridsize 6 or something along them lines, no pun intended ) i wish i could find where i read this but it also appli...  [Read More]
Posted in: Surface Inspector
 [SASH]Nathan
12-27-2003, 7:32 AM
#2
update to the new gtk radiant the s inspector is much improved and its a stable release :D...  [Read More]
Posted in: Textures... Gone?
 [SASH]Nathan
12-31-2003, 4:57 AM
#10
yo sorry man, my mistake I was tired when I posted and didnt read your post proberly :)...  [Read More]
Posted in: Textures... Gone?
 [SASH]Nathan
12-28-2003, 4:35 PM
#7
a shader is a texture that has a script with it that tells it to behave in a sertain way, be it make the texture non-solid, make the texture move in a certain way or throw light from it. Shaders are real fancy textures and the key to making good maps...  [Read More]
Posted in: Textures... Gone?
 [SASH]Nathan
12-28-2003, 3:25 AM
#5
''I've found that you have to make a pk3 w/ your map and custom textures in it if you are testing it in multiplayer. You don't have to make a pk3 if you are testing in single player'' or type 'SV_PURE 0' in console then devmap yur map ;) custom te...  [Read More]
Posted in: Textures... Gone?
 [SASH]Nathan
12-27-2003, 6:30 AM
#3
there are some errors with GTK and what textures u can/cant use, not many but some show up in GTK but ant supposed to be used ( test shaders, textures etc from jka building process ) , update to the latest GTK and it should sort out most of your prob...  [Read More]
Posted in: what token?
 [SASH]Nathan
12-27-2003, 7:12 AM
#2
token ? erm whats that? best bet is to post the errors you are getting ( from yur junk text in gtk radiant folder ) and then people can identify any errors you have and help you :)...  [Read More]
Posted in: Entity leaked?
 [SASH]Nathan
12-27-2003, 6:21 AM
#8
sum entitys can be placed in the the void ( ok one i think :P ) erm one sec while my brain works its kinda l8 here, path_corner is the one, can be placed in void, causes a leak but wont effect map one bit :) so maybe theres a few others too, could yo...  [Read More]
Posted in: Trigger Quandry
 [SASH]Nathan
12-13-2003, 8:19 PM
#4
lolz :P...  [Read More]
Posted in: Trigger Quandry
 [SASH]Nathan
12-13-2003, 2:02 PM
#2
use a func_timer to trigger it every 1 sec ;) eg : trigger brush -to- func_timer -to- func_door say, should work sweet as, type in the value you want in the entity window for the func_timer and bobs yur uncle, unless his name is steve, then steve is...  [Read More]
Posted in: env/flame_jet
 [SASH]Nathan
12-13-2003, 2:15 PM
#2
i never tried this, its just a guess but try setting the soundset to 0, and see if it turns it off, then use a target_speaker with the sound u want close to the flame :) you should test this out of the map u makign, i would try for u now but im kinda...  [Read More]
Posted in: REALISTIC textures- where?
 [SASH]Nathan
01-05-2004, 4:34 PM
#18
:)...  [Read More]
Posted in: REALISTIC textures- where?
 [SASH]Nathan
12-28-2003, 4:29 AM
#11
http://www.stormvision.net/ another useful link for some relistic textures and i see i am not the only one who has had to block casper due to childish behaviour :/...  [Read More]
Posted in: REALISTIC textures- where?
 [SASH]Nathan
12-13-2003, 3:10 PM
#2
http://www.3dcafe.com/asp/textures.asp http://www.animax.it/ http://www.planetquake.com/hfx/ are three of my fav sites and also chekc out this useful programe if u havnt found it already :) http://www.bpeers.com/software/texsynth/ works a dream f...  [Read More]
Posted in: Bottomless pits in JA
 [SASH]Nathan
12-28-2003, 4:47 PM
#15
''I want this pit to be pitch black, but I dont want to put in 50 light entities (negative values of course) making it this way. Is there a way to make a brush that has the same effect as a pitch black space? or am I going to have to do it with entit...  [Read More]
Posted in: Sound won't play, and an error
 [SASH]Nathan
12-13-2003, 1:57 PM
#5
:o i get it now , so by changing the filename i can get the rest to work, sweet as wade, again you saved me bacon :P gonna try it next compile ( no doubt it will :p )...  [Read More]
Posted in: Sound won't play, and an error
 [SASH]Nathan
12-12-2003, 1:16 AM
#2
think you using too many target speakers, i got a similar problem where i used 40 to add laods of snd effects to a map and the rain will play in the lower parts of map, but up high is silent , try reducing the amount of speakers and try that, also do...  [Read More]
Posted in: Jedi Dome - new map - need opinions!
 [SASH]Nathan
12-12-2003, 2:14 AM
#9
yo can i ask which npc type you use for mp tauntauns, i cant get it to work :( swoops, xwing, etc all work fine but my tauntauns dont wanna show :p...  [Read More]
Posted in: triggering lights
 [SASH]Nathan
11-28-2003, 1:42 PM
#7
ill give it another go :) brothers birthday today tho so first thing is to get drunk :P...  [Read More]
Posted in: triggering lights
 [SASH]Nathan
11-28-2003, 4:28 AM
#5
found another way of doing it because i couldnt get it to work :P dunno why i didnt do this before its so obvoius lol i described how in this post : http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1992...  [Read More]
Posted in: triggering lights
 [SASH]Nathan
11-27-2003, 8:00 PM
#4
been messing around with your idea but i cant seem to get it to work, but i am only using a test compile, am i missing anything? i have changed the name to "_style" "15" and i am using the randow type. "_style15rgbGen"...  [Read More]
Posted in: Medieval map's lighting problems
 [SASH]Nathan
11-27-2003, 5:02 PM
#25
make a cylinder that goes in the middle of yur stairs like its a support type beam then just have your tourchs coming off that, dont forget that the brush will be touching alot of stairs so use loads to make up the beam cos u dont want too many brush...  [Read More]
Page: 1 of 2