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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Helpful modding tips and tutorial sites
ZIpZZAm~rb
General Member
Since: Dec 23, 2006
Posts: 199
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Friday, Jun. 21, 2002 11:51 pm
Just found This on the Quake3world.com forum. It's a q3map2 explorer, a .arena editor. It's called Q3map2 toolz. It say's q3map2 tools because its compatible with ydnars q3map2.
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Mychael Z~rb
General Member
Since: Dec 23, 2006
Posts: 70
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 12:06 am
Some Milkshape tutorial links I posted in another thread that might be helpful here:

http://xu1productions.com/3dstudio/tutorials.html

http://www.planetquake.com/polycount/cottages/blackboard/tutorials.htm

http://www.swut.net/makingheadmodels.html

http://www.planetquake.com/skintutor/frames.html <=== looks pretty detailed, but haven't gotten around to more than glancing at it yet; looks kind of advanced

http://www.planetquake.com/polycou....s.shtml <=== geared more towards HalfLife, but could still be useful

http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html <=== a list of tutorials for MS3D

And my favorite so far ('cause it's helped me IMMENSELY so far), the Machinima.com modelling/skinning/animating tutorial:  http://machinima.com/articles/modeling_intro_index/

Hope someone finds these helpful!
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TheSnerd~rb
General Member
Since: Dec 23, 2006
Posts: 80
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Jul. 6, 2002 06:20 am
For the programmers - I've found some coding-tutorials:

http://quakestyle.telefragged.com/tuts.shtml
http://www.planetquake.com/qdevels/
http://dynamic.gamespy.com/~assim2/wwwshow.cgi?board=quake3
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Bluehair~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Aug. 15, 2002 10:24 am
There are some sites I found myself useful regarding multiple aspects of EF mapping:

1/. http://www.stinsv.com - Star Trek audio media (good wavs samples, all ordered; you choose 1 ST serie/film, then select the type of sound you want ...); they also have "visual logs" & mp3 music but I didn't try them out.

2/. http://www.angelfire.com/nj2/startrek/bridges.html  - Some pretty hefty bridge schematics (Intrepid, Defiant, ...); and these are really big picx!

3/. http://www.gracelessland.com - A few tools doomed to the Q3 engine; in particular the Tool Box Editor: this tool reads a .map file & displays it hierarchically; hence, you can access directly to the portion of this file dedicated to "entity 15 : NPC_Chakotay" for instance... Also, a very useful function is - when you use in Radiant multiple texture packs - that you can dump the texture names used in a map to a text file. A "Texture Remap" function is also available but I did not try it.

4/. http://maj.gamedesign.com - Maj's Unofficial Quake3 Shader Docs; an fan version of the shader manual.

5/. http://dynamic3.gamespy.com/~dteam/article.php?sid=11 -  - A 3 part article speaking about this: "So u want to be a Level Designer?". I liked it.

6/. http://www.villagephotos.com/ - Not mapping related but useful if you want to post picx for the Screenshot day as well as using a customised avatar. Of course, it is free.
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Superrobster~rb
General Member
Since: Dec 23, 2006
Posts: 1011
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Aug. 22, 2002 03:52 am
The Trek Reference Database - a collection of all the images relating to Trek. Users can browse and archive and even upload images themselves to enhance the database.
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Bluehair~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Aug. 29, 2002 12:46 pm
Many people here reports about errors (when compiling a map) due to variables beginning with "MAX_MAP_". These happen when your map has too many of something. This is below the values that hides behind those global variables in Ydnar's q3map2:

MAX_MAP_MODELS : 1024
MAX_MAP_BRUSHES : 32768
MAX_MAP_ENTITIES : 2048
MAX_MAP_ENTSTRING : 262144
MAX_MAP_SHADERS : 1024
MAX_MAP_AREAS : 256
MAX_MAP_FOGS : 256
MAX_MAP_PLANES : 131072
MAX_MAP_NODES : 131072
MAX_MAP_BRUSHSIDES : 262144
MAX_MAP_LEAFS : 131072
MAX_MAP_LEAFFACES : 131072
MAX_MAP_LEAFBRUSHES : 262144
MAX_MAP_PORTALS : 131072
MAX_MAP_LIGHTING : 8388608
MAX_MAP_LIGHTGRID : 8388608
MAX_MAP_VISIBILITY : 2097152
MAX_MAP_DRAW_SURFS : 131072
MAX_MAP_DRAW_VERTS : 524288
MAX_MAP_DRAW_INDEXES : 524288

LIGHTMAP_WIDTH : 128
LIGHTMAP_HEIGHT : 128

In Radiant, each entity can hold up to:
MAX_KEY : 32
MAX_VALUE : 1024

In Radiant, your map must range between MIN_WORLD_COORD & MAX_WORLD_COORD:
MIN_WORLD_COORD : -65536
MAX_WORLD_COORD : 65536
WORLD_SIZE : 131072

This should be helpful  :s10:
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Bluehair~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Sep. 8, 2002 06:37 pm
Below, this is a link to my version of Ydnar's q3map compiler (aka EFMap 2.0-Final). This one will work correctly for EF & with GtkRadiant 1.2.x (ladders, forcefield, shotclip...) + I powered it with a Windows console for those that are used to compile maps outside radiant every now & then. A HTML doc is included.

It is on FilePlanet because I was UNABLE to have it at EFFiles. They have the PR3 version while FilePlanet the final version.

The link:

http://www.fileplanet.com/files/110000/112746.shtml

2 shots:

1/. The Windows console that appears first when run outside Radiant



2/. The DOS console feedback



I am using it with GtkRadiant for weeks & I am satisfied with it  ;)
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ZIpZZAm~rb
General Member
Since: Dec 23, 2006
Posts: 199
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Oct. 7, 2002 04:34 am
Just found this huge list of sites:
http://www.geocities.com/adam3da/links.html
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neural link~rb
General Member
Since: Dec 23, 2006
Posts: 360
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Oct. 22, 2002 03:04 am
My site has moved, here is the new link.
(it contains skinning & coding MP gamecode tutorials)

http://dynamic5.gamespy.com/~thesynapse/

the SYNAPSE

the old URL will relocate you, but eventually the old tripod site will be deleted
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Bluehair~rb
General Member
Since: Dec 23, 2006
Posts: 109
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Nov. 16, 2002 05:56 pm
I made a little tool (about 230kb) for Single Player mappers. Its purpose is to create empty .mp3 files to support NPC text-based dialogs. When you make a NPC talk via scripting, you need a voice file to make its related subtitle persist on the screen. You can define the length, the name & the output directory of the MP3 file.

Those of you who have used Argyle's DialogEd will understand quickly.

This is a user-friendly Windows program, fully documented.

You can find it there: Blank MP3 Generator 1.0.0

;)
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