Notices

Go Back   FileFront Forums > The Games! > Star Trek: Elite Force Series > ST:EF Modding, Mapping and Editing

Remember Me?

ST:EF Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

Reply
 
LinkBack Thread Tools Display Modes
4226318
Of skyboxes and trigger troubles.
Deepfreeze32
February 19th, 2008 07:44 PM
Aside from the title, I could use some assistance with Mapping.

The trigger_changelevel crashes the game when activated. Can it be fixed?

and I have no idea how to use skyboxes, so anyone got tutorials? Advice?

I'm such a n00b.

P.S. I am sorry if I should have used my other thread for these questions.
4228663
Re: Of skyboxes and trigger troubles.
Mikouen
February 21st, 2008 06:13 AM
A skybox is basically just a shader. First you need your six images - up, down, left, right, forward, backwards - then a shader file tying them together.

The shader file's contents are pretty much this:

Quote:
textures/float/thesky
{
qer_editorimage textures/skies/sky
surfaceparm nomarks
surfaceparm sky
surfaceparm noimpact
surfaceparm nodlight
notc
q3map_nolightmap
skyParms textures/float/thesky 1024 -
}
That's a basic non-light-emitting shader file, written as a template for Jedi Outcast shaders, but I imagine Elite Force shaders aren't terribly different since both games are built on the same engine.

The explanation of each line:
Quote:

Line 01: This path is what the game uses to determine what shader to use. This will also affect what texture set this shader gets loaded as. This does not have to be the same name as the texture you are using in the shader.
Line 02: This bracket is very important. It opens the main body for the shader commands.
Line 03: This line only effects what gets displayed in the editor. It is needed for a sky shader because it shows a small image that says SKY instead of a really big image.
Line 04: This will make the it so that no decal marks from explosions and laser blasts are left on the sky box.
Line 05: This tells the engine that this is sky.
Line 06: This will stop explosions from impacting on this surface. Such as missiles and lasers.
Line 07: This line stops dynamic lights from hitting the skybox.
Line 08: This will make the texture uncompressed. This is good because skyboxes can look pretty nasty if the images are compressed. I use TGAs which solve the problem entirely but at a cost of texture memory and PK3 space.
Line 09: This will tell the engine that this shader does not have a lightmap stage.
Line 10: This tells the engine where to find the 6 images. You should put the path to your skybox images here. The next number is the cloud height. This is only used if you have a cloud layer. So leave it at whatever. The last - is non-functional. It was supposed to be like a portalsky kind of but it never got coded.
Line 11: This bracket will close the shader. It is very important that you remember this. If you forget it, it will mess up all the shaders that are in front of it.
To create a shader file, simply type up the contents in Notepad, change what you need to change, then go to File -> Save As. Set the filetype box to 'All Files', then just type the filename with '.shader' on the end.


As for your trigger issue, are you mapping for SP or MP? As far as I'm aware, changelevel triggers don't function properly in MP.
4228778
Re: Of skyboxes and trigger troubles.
EXiT
February 21st, 2008 08:49 AM
The above works for EF1, I don't know if EF2 has it (I think it does).
But EF2 also supports sky portals, which are a little more advanced. Unfortunately all the tutorials for it seem to have disappeared, the only remnant is a small example map that still might be useful:
Sky Portal Example Map, Elite Force 2 Downloads, Elite Force 2 Tutorials

From what I remember, no scripting is needed in the .scr file for simple sky portals (i.e. just one sky portal, nothing fancy etc). So you can stick to using just entities in your map to pull of the sky. (no shaders required either).

7
4228885
Re: Of skyboxes and trigger troubles.
Deepfreeze32
February 21st, 2008 10:02 AM
Thank you, I will be sure to try those today.

As for your question Kouen, SP, I would like to make MP too, but for now, I'm sticking to single player.

Thank you all,
Deepfreeze32
4228943
Re: Of skyboxes and trigger troubles.
Deepfreeze32
February 21st, 2008 10:48 AM
Sorry about the double post, but I just remembered,

How do you put a skybox on a map? I mean, physically put a sky box on a map? do you put over the map? on top of it? In between? I am confused.

Again, sorry about the double post, it wouldn't let me edit the original.
4229173
Re: Of skyboxes and trigger troubles.
evanamd
February 21st, 2008 01:05 PM
Any part of the level that you wish to be seen as sky should be textured with Common > [skyportal].

The box itself should be seperate from the map.

Index of Tutorials - Ritualistic Forums
(A nice list of tutorials).
4230020
Re: Of skyboxes and trigger troubles.
Deepfreeze32
February 21st, 2008 08:42 PM
Thank you.

I think I'll extrapolate on my trigger problem. I have placed a trigger_changelevel in the map, and have done nothing else. (No scripting, no linking, nothing. I just dropped it on the map)I think I need to script it, but I know nothing about scripting, and the documentation included with radiant is no help at all. I would like to know just what I need to do. I know about calling the map name in the script and so-forth, but what do I use in it's place to return to the main menu?
4230253
Re: Of skyboxes and trigger troubles.
Chrissstrahl
February 22nd, 2008 03:45 AM
You need to supply the trigger with a valid map value:



If you don't load a next map you better use a script solution.

Place a trigger_once somewhere where the player needs to walk over/in/at to get to the next level or finish the current mission.
Set the key thread at this trigger_once with the value levelEnd, this trigger will then start the thread in the script asa the player steps into it.
PHP Code:
void levelEnd()
//This functions ends the level and disconnects the player from the curent game
{
//spawn the trigger which will end this level, wait a moment for the trigger to be spawned
 
spawn "trigger_changelevel""targetname""trigger_endlevel""map""" );
 
wait .2 );

//trigger the trigger now, wait a few (4) seconds
 
trigger "$trigger_endlevel" );
 
wait(4);


//disconnect the player from the current game
 
stuffcmd "disconnect\n" ); // stuffcmd ( "map secret3\n" );

4230777
Re: Of skyboxes and trigger troubles.
Deepfreeze32
February 22nd, 2008 11:53 AM
Thank you!
Is there anything I need to replace in that code?
4232350
Re: Of skyboxes and trigger troubles.
Chrissstrahl
February 23rd, 2008 10:22 AM
You need to replace ?
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Skyboxes Phwalalabah SW:JK3 Modding, Mapping and Editing 5 June 18th, 2007 06:05 AM
need SOF2 trigger port,trigger type mrcards SoF Problems, Errors and Help 3 September 10th, 2004 11:52 AM
(beta) Trigger bug: game hangs when trigger issues orders in formation Sherlog General Gaming 4 April 22nd, 2001 08:21 AM


All times are GMT -7.







   
 





This site is part of the Defy Media Gaming network

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

FileFront Forums - Terms of Service - Top
Copyright © 2002-2016 Game Front. All rights reserved. Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
Forum Theme by Danny King (FileTrekker), Sheepeep & Graeme(rs)
RSS Feed Widget by FeedWind