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.)

Post tutorial Report RSS Complex curved hallways/corridors

This tutorial deals with mapping complex curved hallways/corridors for games based on ID Softwares Quake 3 Engine, especially Star Trek - Voyager: Elite Force and Star Trek: Elite Force 2

Posted by on - Advanced Mapping/Technical

Introduction

In this tutorial I'll show you how you can create complex curved hallways/corridors for Quake 3 Engine based games. I created this tutorial for Ritual Entertainment's Star Trek: Elite Force 2 which uses an enhanced version of the Quake 3 Engine made by Ritual Entertainment which is called Übertools. Anyway this tutorial should work with any other Quake 3 based game. The tutorial is devided into three steps.

Step 1

First you'll have to map the basic shape of your hallway/corridor out of simple brushes.
ÜberRadiant Hallway 1
These brushes are a hull that will seperate anything inside from the void. All map geometry that will be created inside this hull will be patches or detail brushes.

Step 2

Now you create the shape of your hallway/corridor out of patches with up to (2*x+1) vetexes, x is the number of segments your hallway/corridor will have. As this only is a tutorial I won't create a complete hallway/corridor now but keep it simple with only one patch.
ÜberRadiant Hallway 2ÜberRadiant Hallway 3
Now go into vertex editing mode and move all groups of vertexes that are 2 green and 1 purple vertex to the points where two brushes of the hull touch each other and all groups of 3 purple vertexes between the other groups.
ÜberRadiant Hallway 4ÜberRadiant Hallway 5
Now select each group containing green vertexes after another and rotate the vertexes until they are on the touching line of the hull brushes.
ÜberRadiant Hallway 6ÜberRadiant Hallway 8ÜberRadiant Hallway 7
After you have finished this select each group of purple only vertexes and move them into the exact middle between its neighbour groups and rotate them as well.
ÜberRadiant Hallway 9ÜberRadiant Hallway 10

Step 3

This part is dealing with they way you add arches to the hallway/corridor.
The first step is of course to map you arch, after you have done that copy it and move the copy to the middle of the touching line of two hull brushes.
ÜberRadiant Hallway 11
Rotate it until the touching line of the hull brushes and the arch are parallel.
ÜberRadiant Hallway 12
Now corect the position of the arch so it is in the middle again.
ÜberRadiant Hallway 13

Additional Notes

  • Never use snap to grid on the patches or arches
  • You don't have to be perfect when it comes to rotating an moving, but try to be as precise as possible
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