Soldier of Fortune is a first-person action shooter title from Raven Software. You play a soldier-for-hire who must travel to some of the world's most dangerous political hotspots in order to carry out your task. Take part in over 30 missions with tasks such as locating nukes on a speeding freight train to searching out an Iraqi oil refinary. You'll be utilizing the world's most lethal weaponry, including a sniper rifle, white phosphorous grenades, and prototype microwave pulse guns. With realistic body damage, interactive 3D environments, and the Quake II engine with new GHOUL technology to back it up Soldier of Fortune is placing you into a realistic world filled with violence.
If you want to talk about SoF1 I recommend joining the SoF1 discord here.
This is a sequel to my previous tutorial on setting up SoF1 with Trenchbroom here.
I discovered one issue with Soldier of Fortune 1 mapping that's somewhat annoying if you want to build a complex level. If you scale or rotate brushes the build process freaks out and causes malformed brushes.
As you can see here I have created a brush, scaled and rotated it. When I then process the level the build process freaks out a little.
#### Using working directory 'C:\Games\SOF1\base\maps'
#### Executing '"C:\Games\SOF1\sdk\Bin\sofbsp.exe" scaletest.map'
----- QBSP3 (10:18:25 Jan 7 2000) -----
entering C:\Games\SOF1\base\maps\scaletest.map
BRUSH- Plane with no normal: Entity#0 (0.0000,0.0000, 0)
Brush#6 min=(0.0000,0.0000,0.0000) max=(0.0000,0.0000,0.0000)
BRUSH- Plane with no normal: Entity#0 (0.0000,0.0000, 0)
Brush#6 min=(0.0000,0.0000,0.0000) max=(0.0000,0.0000,0.0000)
BRUSH- Plane with no normal: Entity#0 (0.0000,0.0000, 0)
Brush#6 min=(0.0000,0.0000,0.0000) max=(0.0000,0.0000,0.0000)
BRUSH- Plane with no normal: Entity#0 (0.0000,0.0000, 0)
Brush#6 min=(0.0000,0.0000,0.0000) max=(0.0000,0.0000,0.0000)
BRUSH- Bounds out of range: Entity#0 (0.0000,0.0000, 0)
Brush#6 min=(-8192.0000,-8192.0000,0.0000) max=(0.0000,0.0000,0.0000)
BRUSH- Bounds out of range: Entity#0 (0.0000,0.0000, 0)
Brush#6 min=(-8192.0000,-8192.0000,0.0000) max=(0.0000,0.0000,0.0000)
BRUSH- Bounds out of range: Entity#0 (0.0000,0.0000, 0)
Brush#6 min=(-8192.0000,-8192.0000,0.0000) max=(0.0000,0.0000,0.0000)
0...1...2...3...4...5...6...7...8...9... (0)
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node without a volume
writing C:\Games\SOF1\base\maps\scaletest.prt
Writing C:\Games\SOF1\base\maps\scaletest.bsp
0 seconds elapsed
#### Finished with exit status 0
If I then try to run the level this is the result.
Yes it completely just didn't process the brush at all and skipped it. Sometimes it results in a malformed brush that is very glitchy.
This is due to SoF1's 90s era build compiler. This is pretty annoying especially if you wanna make a more naturalistic map. There is a somewhat hacky way to fix this that I'll go over.
Once I've created, and scaled/rotated the brush. Go into the 2D view by pressing space.
Now with the brush selected go into vertex editing. Either by clicking the icon in the menu or by pressing the V key.
Now select all the vertices by click and dragging a box around them. Now click and drag to move the brush slightly to the left or right and then move it back into place.
Now save, build and launch the level. The brush should now contain no further issues. You can also move it around freely in the editor. Note if you plan on rotating or scaling it again you'll need to move the verts and move them back again in the 2D view.
Hopefully this problem will become obsolete in the future with a more modern build program for SoF1. But til then this solution is a relatively simple way to fix problematic brushes when mapping for SoF1.
This is a tutorial on how to install eGax's Trenchbroom plugin for SoF1 and start mapping for the game.
This is a tutorial written by Phantomas about how to import custom weapon models into Soldier of Fortune.
This is a tutorial on how to create custom bolt on accessories for skins.
This is a tutorial on how to create a custom player skin for the game. Created by Crazy Readus one of the developers.
You're the world's deadliest soldier of fortune and your mission is clear: survive. Track your prey across the globe in a series of secret missions to...
This is a lost collection of sample models created by Raven Software and released to the modding community. Includes source .max files of all weapon...
This is a sample .max model for Soldier of Fortune intended to streamline importing custom characters into the game.
This is a sample .max model for Soldier of Fortune intended to streamline importing custom characters into the game.
This is a sample .max model for Soldier of Fortune intended to streamline importing custom characters into the game
This is a fanmade Trenchbroom plugin for Soldier of Fortune 1. Created by eGax.
Nice shooter, I still find the gore system impressive.
Any way to use the legacy/basic lighting and shading? I'm running this thing on a Core 2 Duo.
I want mods for this AWESOME game :(
sof1.megalag.org game is modded for extra checks and to play it these days
you need to download a copy from this site sof1.org or it will not play because of graphic issue update from nvida and amd
there are no mods for this awesome game???
are there any mods anywhere for this?
Just finished playing SoF Platinum, good game. Very Gory, but well played
Really a lot of blood.
Why no one make mods for SoF I? :( I guess its not too hard... Low poly models, not much scripting against newer games and great options like in HL1 (same engine, slightly diffrent).
actually, SOF uses the Q2 engine, and Half Life uses a heavily modified Q1 engine, or something like that. still, I'd like some SOF 1 mods too
HL uses modified Q2
no HL uses a mix of Q1 and Q2 engine.