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.
 

Zer0-L0giC

Latest Activity

Posted in: heightmap not found???
 Zer0-L0giC
02-19-2004, 6:55 PM
#4
http://www2.ravensoft.com/users/mmajernik/miscfiles/siege_hoth.pcx...  [Read More]
Posted in: SIEGE objective map - Co-ordinates?
 Zer0-L0giC
02-11-2004, 5:02 PM
#3
Placing Siege Objective Icons (http://www2.ravensoft.com/users/mmajernik/misctuts/PlacingObjectiveIcons.htm) I whipped thhis up during lunch, hope this helps out. Good luck....  [Read More]
Posted in: Siege Messages
 Zer0-L0giC
11-23-2003, 6:09 PM
#2
The actual text is stored in the siege string file. The messages from the siege_hoth.siege file and the target_print enities reference the string file. The point of string files is so the game can be put into different languages. Unless you translate...  [Read More]
Posted in: Breath and Dust FX
 Zer0-L0giC
11-23-2003, 6:20 PM
#4
If you want the surface to have one of those effects, it needs to have a shader for it. Example below: textures/hoth/blast_panel2 { qer_editorimage textures/hoth/blast_panel2 q3map_material SolidMetal { map textures/imperial/etest3 tcGen environment...  [Read More]
Posted in: Vehicle spawning problems (surprise, surprise)
 Zer0-L0giC
11-04-2003, 2:43 PM
#6
Did you read my tutorial on this? TUTORIAL (http://www2.ravensoft.com/users/mmajernik/misctuts/respawningvehicles.htm) There is a big link at the top of the tutorial page that has a sample map and bsp for you to look at . . . The reason it doesn't...  [Read More]
Posted in: Vehicle spawning problems (surprise, surprise)
 Zer0-L0giC
11-03-2003, 2:17 PM
#2
You're missing the targetname key....  [Read More]
Posted in: Sky Problems
 Zer0-L0giC
10-17-2003, 2:38 AM
#2
For almost all of the levels in JA, we used entity suns. Basically they work the same way as normal light entities, but there are a few things you have to do to get them to work. This is why the sky shaders don't emit light. Check this link out: Clic...  [Read More]
Posted in: "elevator in the floor"
 Zer0-L0giC
10-16-2003, 11:09 PM
#5
Or..do what I said in my last post, but take of the use_button spawnflag so when you go up the elevator from the bottom, it automatically opens it for you when you go into the trigger....  [Read More]
Posted in: "elevator in the floor"
 Zer0-L0giC
10-16-2003, 11:08 PM
#4
So clone the trigger brush and put it on the other side of the door, so when you go up to the top from the bottom, you push use and opens it.......  [Read More]
Posted in: "elevator in the floor"
 Zer0-L0giC
10-16-2003, 10:47 PM
#2
First, you want to select the parts of your func_door, hit n, and give them a key called "team" and a value of "group_1" (Giving the door the team key makes all of the parts of your func_door move together at the same time, if you...  [Read More]
Posted in: A groovy NPC problem
 Zer0-L0giC
10-16-2003, 2:21 PM
#18
You guys need to make sure when creating MP levels that you are running GTKRadiant in Multiplayer Mapping Mode. Not all of the same entities/NPCs and stuff from SP work in MP. Here's what you have to do: Go to the file menu, then select project setti...  [Read More]
Posted in: Creatures in MP
 Zer0-L0giC
10-15-2003, 12:36 AM
#21
Pretty much all objectives and events are/can be done within the editor. Some more advanced things can be done by using icarus, but there isn't much you can't do in the editor. Setting up the siege teams and classes is pretty easy, just need to look...  [Read More]