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DarthCobra

Latest Posts

Page: 2 of 2
Posted in: .glm > .xsi
 DarthCobra
05-31-2002, 7:19 AM
#14
Milkshape should import the xsi....  [Read More]
Posted in: .glm > .xsi
 DarthCobra
05-30-2002, 10:05 PM
#11
Well i just tested the new glm importer for milkshape. I was able to convert the r2d2 glm model to md3, added it to a map as a misc_model and it was viewable in radient and in game fully skinned. So now we should be able to import some of the player...  [Read More]
Posted in: .glm > .xsi
 DarthCobra
05-30-2002, 7:42 PM
#8
It's not hard to find threads. Just easier with the search. http://jedidreams.codealliance.ca/) Quote from site: New in this Update: -Changed the name of the importer in Milkshape's menu to "Ghoul2 .glm" -Now imports Texture Coordinate...  [Read More]
Posted in: .glm > .xsi
 DarthCobra
05-30-2002, 6:33 PM
#4
Originally posted by Quite Jedi How do you export an .glm model from "assets0.pk3" into a .xsi file? I noticed modelers around here dont help, but gloat about what they have made and would appreciate some help as I have come this far by my...  [Read More]
Posted in: Klorel's Mace Windu in progress
 DarthCobra
05-31-2002, 6:11 PM
#69
Well id be happy to load the skeleton for you and connect the bones. But I havent been able to get the weight working correctly yet. And im sure i wouldnt be able to uv map it well enough. But im pretty sure u can do all that in gmax. Only problem i...  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-18-2002, 3:28 PM
#18
Ok if i didnt mention it before im talkin about multiplayer maps only....  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-15-2002, 6:23 PM
#15
I sent you my email addy in a pmsg. I look forward to playin with a working example....  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-15-2002, 3:54 PM
#13
Well ive tried this so many times im dizzy. So ive added model2 and model models to the 2 bruhes (origin and glass, wall, no draw, blah blah blah) an connected the corners. Ive been tryin all the ship models. I have no problem with the brushes but th...  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-14-2002, 8:49 PM
#11
Ive tried that model2 and the model has never shown I had a brush nodraw and an origin brush in the middle then the model2 an i could see no model in game....  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-14-2002, 6:42 PM
#9
So im gonna have to bump this so we can all talk about it more. I did get the func_train working. Though it seems u must use brushes and wont work with models. Does anyone know anything about this smart_train? Im just dyin to get some flyin ships bir...  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-13-2002, 3:25 PM
#8
Well I dont know what version of Radient your using. But this is what i get. Well I cant seem to get this pic on a web somewhere.. But i assure you those options are not in my jkrad or gkrad so if theres some kinda setup or something to get them op...  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-13-2002, 11:37 AM
#5
Originally posted by RichDiesal You can in fact see yourself falling... just set a low ground (far below) and make a trigger_hurt brush with the values "LOCKCAM" and "FALLING" checked... You can also add a "count" valu...  [Read More]
Posted in: func_train ; smart_train
 DarthCobra
05-12-2002, 4:46 AM
#1
Has anyone got this to work. For useing a bird , starship or something to fly around the map? Ive seen a few threads on it. And followed what instructions I found there. Still with no luck. On another note.. For falling deaths. Ive seen reference to...  [Read More]
Thanks Whooz. But i reinstalled an it works fine now....  [Read More]
Make sure its not a pure server...  [Read More]
Screw it .. Ill just use JKRad for model stuff....  [Read More]
Regular comedian huh. When i press esc or goto the selection menu and deselect it disappears. But thanks for assuming im an idiot....  [Read More]
I cant seem to deselct models imported. This worked fine before in JKrad aside from the path problem....  [Read More]
Posted in: Demo Mod:
 DarthCobra
05-10-2002, 3:52 PM
#5
Guess i was a little late on that one ;)...  [Read More]
Posted in: Demo Mod:
 DarthCobra
05-10-2002, 11:58 AM
#1
Well I couldnt help but hackin the sp level outta the demo. Its been submitted to http://www.jedi-outcast.com) Hopefully it will post soon. If it doesnt ill find somewhere else to post it... Enjoy....  [Read More]
Posted in: bot routes:
 DarthCobra
04-27-2002, 8:11 AM
#1
I've seen alot of posts reguarding bot routes. Well i copied the ctf_bespin map to a new map called ctf_bespin2 edited it a little and loaded it i didnt notice and items for waypoint or anything. The bots just jumped around like maniacs. I then took...  [Read More]
Posted in: Regarding skies
 DarthCobra
04-27-2002, 6:02 AM
#5
Edit the shader.. Or add some lights....  [Read More]
Posted in: Regarding skies
 DarthCobra
04-26-2002, 11:04 PM
#3
The bespin one has worked for me .. Its a skybox your not suppose to use the actual pictures.. In the skys texture list .. there should be a litte green and black or blue and black box called simply "bespin" it emits light for me. however i...  [Read More]
Posted in: Basic Map Starting Questions:
 DarthCobra
04-26-2002, 3:21 AM
#6
Well ive managed to make lots of "working maps" I guess im asking more of "What do ppl usally start with" ... one floor.. build up from there.. and i do intend to use a sky box.. So im assuming i need a big world cube type box or...  [Read More]
Posted in: Basic Map Starting Questions:
 DarthCobra
04-26-2002, 2:29 AM
#1
Ok .. I am a complete n00b to mapping. But I think im starting to get a handle on this. Few questions.. 1. What is an appropriate size of your "World Cube" (Im assuming all maps are suppose to start inside a world cube.. if otherwise.. plz...  [Read More]
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