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Topic | Replies | Views | Last Post | |
End game Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Is there any way to force a hm game to end by using an entity or worldspawn value?thanks... [more] |
5 | 4820 | Mar 15, 2006 04:47 am by tman~rb |
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Why do you still come here? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I guess I should have posted my second question in another thread it seesm to have gotten lost , but can anyone give me some info on target_objective entities? I want to create a sequence of events that will eventually cause a player to score a point.... [more] |
11 | 3081 | Mar 11, 2006 07:57 pm by tman~rb |
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Why do you still come here? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I think its cool that there are still people on this forum that like ef I just wish there were more people playing, its one of the best Mp games ever IMO.The graphics of the newer games are great (HL2 , etc.) but they just dont compare to the way players ... [more] |
11 | 3081 | Mar 10, 2006 02:48 am by tman~rb |
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Why do you still come here? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I'm real curious, while I wouldnt say Ef1 is totaly dead its definatly on life support, so why do you still come to this forum.Do any of you still play EF? And is anyone still mapping or planning on making any maps? And if you did would you use the 1.... [more] |
11 | 3081 | Mar 9, 2006 10:53 pm by tman~rb |
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Help with patches Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Doesnt seem to work.EDIT:But I seem to have figured a way around it by adding more rows to the patch.... [more] |
5 | 2868 | Mar 9, 2006 01:28 am by tman~rb |
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Help with patches Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Yes , you can move through them, How exactly would I insert that command? Instead of -meta $ -patchmeta $ ?... [more] |
5 | 2868 | Mar 8, 2006 10:28 pm by tman~rb |
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Help with patches Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I've been trying to create a few large patches but they often lose their solidness when they get to large does anyone know how to fix this?Thanks... [more] |
5 | 2868 | Mar 8, 2006 10:06 pm by tman~rb |
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Bots -Choppy movement Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support To anwser both of you ,yes I created a ghost image of a fresh install of winxp which has all my Mb system drivers,video, directx audio card ,etc installed and when my system isnt running smooth I just load up the fresh image.So I dont think thats the prob... [more] |
5 | 980 | Jun 23, 2005 03:38 am by tman~rb |
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Bots -Choppy movement Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I recently formated/reinstalled win xp and when I reinstalled EF I now have very choppy movement with bots like they were being rendered at 10 fps. Has anyone ever experianced something like this? as far as I can tell everything on my system is identical,... [more] |
5 | 980 | Jun 21, 2005 11:52 pm by tman~rb |
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Surefall 4 beta Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Looks cool wwaz ,I like smokey the bear LOL.... [more] |
7 | 1284 | Jun 7, 2005 08:52 am by tman~rb |
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MAX_TW_VERTS (12) exceeded Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support This is an explanation I ran across on a site:You maybe have a brush, that intersects too many other brushes. Try to delete it or divide it to smaller brushesBut I seem to remember getting this when i had a brush with more than 12 sides made strucutral, w... [more] |
14 | 1368 | May 31, 2005 11:33 pm by tman~rb |
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Lightmap texture coords out of range error Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I figured it out. Looks like it was a very long brush over 9000 units with a shader texture applied to it that was causing the error.... [more] |
2 | 1282 | May 21, 2005 03:02 am by tman~rb |
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Bot Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support The only thing I can think of is you have the line repeated in the same cfg with another value set or mabey there is another cfg file that is being read by ef when it loads a bot.... [more] |
5 | 1012 | May 12, 2005 12:46 am by tman~rb |
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Dark clan? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Heres the address of their clan page:http://www.thedarkclan.org/... [more] |
5 | 1360 | May 11, 2005 01:14 am by tman~rb |
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GTK 1.5 Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support In case anyone is interested I just downloaded the latest nightly build of gtk radiant 1.5 and it seems the author of the program has restored the previous method of manipulating and texturing brushes. http://zerowing.idsoftware.com/files....-13.msi... [more] |
23 | 1271 | Apr 14, 2005 12:05 am by tman~rb |
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Lights Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I see ,you could do some interesting stuff with that.I think I understand about light styles it must be a way of causing a light to strobe or flicker.... [more] |
6 | 910 | Mar 29, 2005 03:07 am by tman~rb |
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Lights Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I dont understand how the lights are triggered on and of ,I think It has something to do with "light styles" ,but I'm uncertain how to do it.... [more] |
6 | 910 | Mar 28, 2005 12:22 am by tman~rb |
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Lights Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Nagus or anyone who can help ,could you explain how to do the switchable light with the 1.3 mod ,I looked at the demo maps but I just cant seem to figure out how you did it ,Thanks.... [more] |
6 | 910 | Mar 27, 2005 11:59 pm by tman~rb |
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GTK 1.5 Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Has anyone used the new version? What do you think of it? After having learned how to use the 1.4 version I gotta say the way of handling brushes and applying textures is anything but better. Is there anyway to revert to the previous scheme with this new ... [more] |
23 | 1271 | Mar 13, 2005 08:33 pm by tman~rb |
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Status Of 1.3 Patch ? ? ? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Thanks. AHH, of course. Thats why a map compiled without light is so bright. DOH!... [more] |
139 | 3568 | Mar 10, 2005 06:54 am by tman~rb |
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Status Of 1.3 Patch ? ? ? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Thanks for the info. One thing Im curious about is how a texture is affected if it has a shader which specifies that it is not to be lightmapped.Ive noticed that when using a shader to apply a surface param to a texture it appears brighter even tho I spec... [more] |
139 | 3568 | Mar 10, 2005 05:59 am by tman~rb |
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Status Of 1.3 Patch ? ? ? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Quote (Paracyte @ Mar. 09 2005, 10:49 pm)Sets the recursive triangle subdivision threshholdWouldnt this increase the tris count?I think I probably overdid the lightmapscale on my pinball map , I used .5 on most brushes (func_grouped) and if too many playe... [more] |
139 | 3568 | Mar 10, 2005 05:08 am by tman~rb |
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Status Of 1.3 Patch ? ? ? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Para , Very nice work on both maps,especially the brushwork.I'm still learning about q3map2 features and I would be interested in knowing how you used lightmapscale ,did you use it on individual brushes,shaders or in the worldspawn and what valu... [more] |
139 | 3568 | Mar 10, 2005 03:34 am by tman~rb |
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Status Of 1.3 Patch ? ? ? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support Quick question for anyone...Wasent there a 1.3 mapping contest? Whatever happened to those maps?... [more] |
139 | 3568 | Mar 6, 2005 04:18 pm by tman~rb |
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Status Of 1.3 Patch ? ? ? Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support I see. How about if the installer created a desktop shortcut that could launch the mod?... [more] |
139 | 3568 | Mar 6, 2005 05:09 am by tman~rb |
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