Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
2 Active | 13 Guests
Online:

LATEST FORUM THREADS

»
Single Player Loadout
CoDWW SP Mapping
Radio audio filter?
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoF Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune, the original game.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access subscribe
Author Topic: Any Ideas on These?
Ahumado
General Member
Since: Feb 12, 2003
Posts: 30
Last: Aug 20, 2007
[view latest posts]
Level 2
Category: SoF Mapping
Posted: Sunday, Mar. 9, 2003 05:03 pm
I would like to have less light emanating from my texture or if it's a shader then shader Ha Ha! I can't find info on it and if it isn't fairly insignicant to do I don't see any surface options dialog regarding it.
Guess I'll ax a question now...How do make it less bright?

Also, it appears that without a script, which I can't write, is there a way to make an enemy do more than just go to a point combat. Nothing more complicated than have him follw a path before a pc. I am able to do this in Jedi Outcast but don't see the same in SoF.

I have a message brush that needs to be more than trigger once but I can't turn off the trigger multiple. I don't see a trigger stop or whatever.

Do you think r_speeeds for this game on todays sytems is as significant. I like wide open spaces.

Is there a simple way to achieve a goal...currently when my level is played your only option is death. It may stay that way unless....

There's more but right now I want to watch some hockey.

Thanks guys,

Ahumado
Share |
foyleman
Preferred PLUS Member
Since: Nov 6, 2001
Posts: 95732
Last: Apr 28, 2013
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 05:42 am
why is your texture eminating light? it could be the flags inthe texture which mean you shoudn't change it unless you rename it (using the m32tool). or is it because it's an entity (which is a whole other story).

if you want an enemy to do more than attack, you have to script it. There is a short tutorial for scripting that might get you started. I forget how to do it so I won't be of much help.

use a trigger multiple and set a .. uhm... I think you can set a "wait" time before it can be used again. That might work for you.

r_speeds are always significant.

I don't know about goal setting. I think it's script related.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
Ahumado
General Member
Since: Feb 12, 2003
Posts: 30
Last: Aug 20, 2007
[view latest posts]
Level 2
Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 09:52 am
I was afraid of all of that :-)

Oh Well...I'll do what I can and keep plugging and looking.

I think the AI scripting tut is broken as I followed it twice to dead ends...I think that's here

Aren't shaders sposed to emit light. I'm not well versed on shaders though I have read about them. I need a laymans splanation on them. So it must not be a texture, as you indicate they shouldn't emit light.

Thanks for your time/help

Ahumado

r_speeds: I'm bustin' the bank (no caulk in SoF, eh?)
Share |
foyleman
Preferred PLUS Member
Since: Nov 6, 2001
Posts: 95732
Last: Apr 28, 2013
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 10:02 am
There aren't any shaders in sof1. Instead, the texture properties are coded into the texture itself. That's why it's a wierd format, m32.

You don't need caulk to keep your r-speeds down. Work with no_draw and hint brushes.

I see those downloads for the scripting tutorial are gone. That really sucks. I wouldn't have them either.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
Ahumado
General Member
Since: Feb 12, 2003
Posts: 30
Last: Aug 20, 2007
[view latest posts]
Level 2
Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 10:15 pm
Thanks Again...I'll be studying both of those aspects

Ahumado
Share |
Restricted Access Restricted Access subscribe
MODSonline.com Forums : Soldier of Fortune : SoF Mapping

Latest Syndicated News

»
Why console gaming is dying
Quote:Consider this: Dedicated gaming sales — including living-room consoles...
Devs: Games are being dumb...
Click 'read more' to view the contents of this post.
Loadout
Gun Crafting to the Max. edited on Sep. 25, 2012 06:57 pm by Morp...
Introducing the Source Fil...
Surprised this wasn't made a long time ago. Sounds like a nice little feature.
Introducing the Source Fil...
The Source Filmmaker (SFM) is the movie-making tool built and used by us he...

Partners & Friends

»