Unlike the first game, Elite Force II is largely set onboard the USS Enterprise-E stationed in the Alpha Quadrant. The game's storyline is a semi-sequel to the movie Star Trek Nemesis, and the end of Star Trek: Voyager series. Many of the members from the original Hazard Team reappear. However only a few of the primary cast of Star Trek: The Next Generation did voice acting for the game, among them Patrick Stewart as Jean-Luc Picard, Dwight Schultz as Reginald Barclay, and Tim Russ as Tuvok. Several actors from Star Trek series provided additional voice acting: Jeffrey Combs (Weyoun from Star Trek: Deep Space Nine and Commander Shran from Star Trek: Enterprise) as one of the main villains; Robert O'Reilly (Gowron from Deep Space Nine) as Krindo; J.G. Hertzler (Martok from Deep Space Nine, plus roles in Voyager and Enterprise) as Lurok; and Vaughn Armstrong (Admiral Forrest in Enterprise) who contributed with several character voices. (Taken from Wikipedia.org, for temporary use.)
This tutorial explains how the technology behind the mapping process works, and how the game engine knows what it has to calculate. The required background knowledge is included.
Posted by Chrissstrahl on Nov 27th, 2009 Page 1 of 10
Basic Mapping/Technical.
(mainly the id Tech 3 engine)
A level which will be Compiled into a BSP is build with many different kinds of objects.
With this tutorial the author intends to introduce these objects to his audience.
This tutorial explains how the technology behind the mapping process works, and how the game engine knows what it has to calculate. The required background knowledge is included.
Is a Box! A box made of boxes makes a level, not a very pretty level, but in technical terms it is a perfect level.Each one of these boxes have been created inside the Level-Editor, such a box is called a brush. A Brush can be deformed and reshaped in many ways. In this tutorial we assume that a brush is a square or cubic box, with exactly six surfaces.
To create a brush you need to press the left mouse button and hold it, while you move your mouse in any direction, to determinate the shape of your brush.
A Surface is a single side of an object, our object is a brush, which has because of its geometric shape exactly 6 sides.
Each surface can only carry a single Texture, this means that our brushes can have up to six different textures; One on each surface.If we have a brush with six textured surfaces, the game will draw all of these Textures, even those invisible to the player. For example, the outside of our „perfect level“, this makes six surfaces drawn per brush. The player can only see one surface of each brush, that makes 30 unnecessarily drawn surfaces.
The CAULK-Texture is an Image shown in the Level-Editor but not in game. During the compilation of the level into a BSP-File, the compiler marks all surfaces with the CAULK-Texture as invisible. You can load CAULK from the menu of the Level-Editor: Texture -> Common
How the „perfect level“ looks from the outside. It is „caulked“, and will not be drawn in game.A texture is an image imported into a game. The texture is a visual cover for a surface, like paint on a wall.
Textures are loaded into the RAM of the Player its Computer before entering the level, and are un-loaded when leaving the level or loading a new level. They are kept in the RAM when the level gets restarted or reloaded. (in-game console command: restart/map )
Continue on the next page with Chapter: ADDING DETAIL TO „THE PERFECT LEVEL“
i havent read through it.. but its nice to see people writing tuts for the community :) thank you
nice! Very nice!
This applies from Quake 1 (which didn't have hints or anything similar) all the way to ETQW (which does things differently, but the basics are almost the same).
Great detail & depth. :)
HL1&2 + ep1&2 and most of the quake games feature bsp compiled maps.
Thanks :)
If anyone has details I'd be happy to put them in.
I hope this guide will help me with creating a mod and thx:)