Ef map / editing 7 replies

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efmodder

307 XP

19th July 2018

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#1 6 months ago

Hello,

I just visited this today, I noticed there are some old files for the EF game.


May be there are some users here who may still mess around with some of the files.


I wanted to get information. I added some changes to the voy 3 map which is available in the game without having the decks maps that were released. I wanted to make an inspired first contact mod, using deck 1 that I have made about three years back, it only has a few changes, crew changes, and the alarm system was changed so it actually played for a while, not the sound that is.

But yes, I had to look at the borg maps to get some info on the Icarus scripts, I don't know how to do any scripting or programming, i did try two, three years back, but I gave up on that. So I just used the existing scripts used on the NPC's. And imported the way point from another map. I first got this to work, using the Enterprise NX01 mod. I couldn't get the existing NPC's from that map to walk around.

I wasn't sure how to proceed with going from deck 1 to 10, then either destroy the ship or eliminate the drongs, and or switch on an auto destruct sequence, and then escape to the cargo bay on that deck, would could serve as the shuttle bay. Not sure if a model shuttle is available via GTK radiant.

I did created a seperate map which I was able to load in a model from the NX01 mod, but no the NPC's. Not sure what the problem was with that. The maps are all in the same folder, textures were exported. So local as well in the original pack file.


I am running windows xp, pentium 4 system. A dell dimension 4600, fifteen years old.

Thanks.





Last edited by efmodder 6 months ago

FileTrekker Über Admin

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#2 6 months ago

Hey, welcome to GameFront smilie.gif

I still create mods for Elite Force! I recently released the first version of my HD texture mod, which I am still working on. I have to admit though I can edit assets and I am pretty okay at mapping with GTK Radiant etc. but scripting with ICARUS etc. was always a difficutly for me, the best I managed to do was make an NPC walk down a corridor....

The good news is we have some experts around here who may be able to help so hopefully they will provide the answer smilie.gif 

I hope you'll share your mod with us here when it's done!!!


Danny King | Community Manager | GameFront.com



efmodder

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19th July 2018

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#3 6 months ago

Hello,

I made an edit of the Launchbay map, but all it did was remove the characters using one script I could edit, I studied it a little, and I was able to do that. As for leaving the bay in a ship, I couldn't get the script to load the info player in another map.

As for the deck 10 map, well, it is still early, but I can't do much else. As for the deck 1, well that was a small edit. Inspired from first contact, use deck 1 as a starting point.


As for this HD, yes I downloaded it minutes ago, what will it do my files? Should it be something I should try and a separate install, I partitioned the drive so XP SP1 has no net access, due to the age of the OS, no support for any updates. I could only access MSN on that partition via IE.


Lastly, getting back to the NX01 mod, I just took a corridor from the deck, as I thought the just compiling the map was too long, and use that as a mission setup, test setup, and go from there to the shuttle bay, doing so would mean, removing the rest of the map, since it is a bit useless.

When I first opened that launchbay map at the time it was a bit of a mission to texture it.


As for any additional, fundamental changes to EF, what about custom models, like an animal? One thing is model one, texture, but AI, and animation bones? Is that even possible with this game, considering the age of it, I doubt anything is left for such an edit.


Thanks.




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#4 6 months ago

Well with the HD mod you can just drop the PK3 file in and if it does not work or you want to change back you can just remove the PK3 file from the Baseef folder so it will do no harm to your game.

You can do custom models yes, I was never much of a model maker but my friend made some custom models for me for one of my maps, I think the model making tool at the time was called Milkshape, if I recall correctly, I think this is still available - http://www.milkshape3d.com


Danny King | Community Manager | GameFront.com



efmodder

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19th July 2018

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#5 6 months ago

Sure, I know of it, used it briefly a few years back. I used a suliban image from the episodes, and wanted to import a new model, but it was too big for the game. But, the problem with an animal is it needs working bones for animation, is that something that EF needs, or can Milkshape obviously can create bones, animation effect, but the game need to understand all of that.


What can do you help me with concerning the script for getting an NPC to walk, I would need that? I guess you don't know how to go from one map to another using script, I did try that, Jump to map or something, but it didn't work.


Could it be that maps folder isn't workable for adding something to an existing mod, that a pk3 is a must for adding maps to an existing mod?




Chrissstrahl

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18th August 2006

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#6 6 months ago

Hi there, I will try to answer your questions.


How ever, I like first to voice my opinion of the new forum. I don't really like to use it because it is not really well organized it is to minimalistic. I can't really browse threads specific to elite force games or even star trek games, which is the only reason why I usually don't check the forums any more.


I hope this will help you:

  • if you use scripts from other maps the entities (in this case actors) need to have the exact same targetname (casesensitive)
  • if you use parts of a different map that comes with a mod it may use models and objects that your game does not have
    so if you don't put these new models or objects into your game folder you will not be able to use them, and most likely not even see them.
  • If you have a map file in your maps folder make sure you compile the map so that the game can read it
  • if you have a compiled map (*.bsp) in your maps folder you should be able to load it even on a mod
  • there is a trigger called trigger_changelevel or similar (since I don't do ef mapping I don't know the exact name) that can load the next map
  • try to post a single question, with as much detail to it as you can






FileTrekker Über Admin

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#7 6 months ago
Posted by Chrissstrahl

How ever, I like first to voice my opinion of the new forum. I don't really like to use it because it is not really well organized it is to minimalistic. I can't really browse threads specific to elite force games or even star trek games, which is the only reason why I usually don't check the forums any more.

Ask and you shall receive smilie.gif  

Thread moved to the newly re-instated Elite Force forums!


Danny King | Community Manager | GameFront.com



efmodder

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19th July 2018

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#8 6 months ago

I tried making the doc teleport, you know in the sickbay, unfortunately, I corrupted the file by moving a forcefield to the office in sickbay, and it was a world spawn, so the file won't display anything.


I had downloaded the decks of voyager. But I no longer have them, I wanted to make the doctor work like the episodes of the series.


As for Chris, hi, i remember you from a year ago, you helped me with the Equinox inspired mini game, I need a bsp in order to run it tried that only last weekend, I imagine it just needs to be compiled. That was never released. It was pretty much done.


But I wanted to try an Equinox mod for EF, but no AI for that, there was the first mission those flying blue aliens, close enough, but there is no actual model file available for the game.


As for the deck 10 first contact inspired mod, yeah I don't know, without actual scripters it would be a circle to go in.


Was this forum recently restored from another site? There is something familiar about this place.