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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: portal surface viewing range?
ollie74656~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, May. 22, 2005 05:17 pm
I don't quite know how to explain this, but I have a misc_portal set up and working correctly in SP. I noticed that when you get a certain distance away from the misc_portal surface you can't see 'through' the portal.

Is there a way to change this distance and what is the default? I'm using the common/glass_portal texture if that makes a difference.

As I said I am rubbish at explaining things!
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, May. 22, 2005 07:59 pm
I know what you're saying, and unfortunately, I don't think there's any way to fix it.  I'm pretty sure the distance is hardcoded to maintain FPS.
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Paracyte~rb
General Member
Since: Dec 23, 2006
Posts: 220
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, May. 22, 2005 08:26 pm
Nope, its not hard-coded. Its controlled by 'alphaGen portal' in the shader. To get rid of it completely, simply use the textures/common/mirror1 texture for your portal surface. Even though it's called 'mirror1', it can still be used for both mirrors and portals.
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ollie74656~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 23, 2005 05:53 am
I tried the textures/common/mirror1 texture and all I got was the HoM effect. It's definitly that texture because when I replaced it with a different portal texture it worked just fine.
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 23, 2005 03:17 pm
Nevermind then...
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ollie74656~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 24, 2005 06:46 am
ummm.... I don't think it worked, although that may be an error on my part, i'm not sure, its my first time manipulating game files. I opened up the common shader scripts in shaderEd, changed the Alpha Gen Portal portal range to 2048 and saved. It had no effect so I tryed 9999 and it didn't work either. Then I opened common in notepad and changed it there but again nothing happened. I tried this with three portal textures with the same results.
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 24, 2005 02:32 pm
You really shouldn't change any of the game's shaders.  Copy them into a new file and make your own .shader then change that.
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Scooter~rb
General Member
Since: Dec 23, 2006
Posts: 751
Last: Dec 23, 2006
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Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, May. 28, 2005 02:29 am
Even if it is possible to increase the viewing range, you still have the crappy swaying effect which is apparently hard-coded into the EXE.
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ollie74656~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, May. 28, 2005 11:21 am
Correct me if i'm wrong but I think that swaying effect only happens in multiplayer, not in singleplayer.
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