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 Importing custom textures

Here is a tutorial on how to import custom textures into Elite Force 2

Posted by on - Basic Mapping/Technical

Tutorial of my own creation for Elite Force 2. Can also apply to other Quake 3 engine games. Note this is just focused on getting textures into the game. It doesn't focus on shaders which is a separate subject.

Special thanks to Chrissstrahl for his information on this subject.


Star Trek Elite Force 2 uses .dds files for textures. There are several image editors that can save as .dds but the one I'm going to use is paint.net. Because it's free and is very useful.

Download Paint.net and open up your texture. In this case I'm using a Source engine dev texture

1

Now go to File -> Save-as, and select .dds as your file type. You will be greeted with this screen

2

Make sure your settings are similar. Select DXT3, check "weight color by alpha", check "Generate Mip Maps" and select "Bicubic"

Now save your .dds file. Elite Force 2 like most Quake 3 engine games loads textures from the "base" directory. This is commonly located in C:\Program Files\Activision\EF2\base

Now you can either make a .pk3 to load your texture. But if you quickly wish to test it, create a folder in your base directory called "textures" and create another folder in that to place your custom textures in. In my case I created one called "Dev". Place your .dds files here.

Now go into Uberradiant and go to textures. Your texture folder should appear. If your .dds settings were correct your textures should load properly ingame.

dev measuregeneric37 00 00 00


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