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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, DrBiggzz, supersword
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Author Topic: Any Ideas on These?
Ahumado
General Member
Since: Feb 13, 2003
Posts: 30
Last: Aug 20, 2007
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Level 2
Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 12:03 am
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
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foyleman
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Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 12:42 pm
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.
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Ahumado
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Since: Feb 13, 2003
Posts: 30
Last: Aug 20, 2007
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Level 2
Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 04:52 pm
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?)
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foyleman
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Category: SoF Mapping
Posted: Monday, Mar. 10, 2003 05:02 pm
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.
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Ahumado
General Member
Since: Feb 13, 2003
Posts: 30
Last: Aug 20, 2007
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Level 2
Category: SoF Mapping
Posted: Tuesday, Mar. 11, 2003 05:15 am
Thanks Again...I'll be studying both of those aspects

Ahumado
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