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Quake3World.com • Search



Search found 159 matches
Search term used: +elite +force Search these results:

Author Message

 Forum: General Discussion   Topic: no coronavirus thread ?

 Post subject: Re: no coronavirus thread ?
Posted: 04-19-2023 10:43 AM 

Replies: 1942
Views: 673782


 Forum: General Discussion   Topic: Torrent of every Q3 level ever released

Posted: 09-14-2022 02:57 PM 

Replies: 26
Views: 16630


 Forum: General Discussion   Topic: What is new in your little world?

Posted: 09-12-2022 06:40 PM 

Replies: 7180
Views: 4185466


 Forum: General Discussion   Topic: What is new in your little world?

Posted: 09-12-2022 12:56 PM 

Replies: 7180
Views: 4185466


 Forum: General Discussion   Topic: What is new in your little world?

Posted: 09-12-2022 06:20 AM 

Replies: 7180
Views: 4185466


 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-08-2020 05:16 PM 

Replies: 15
Views: 7423


 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-08-2020 08:28 AM 

Replies: 15
Views: 7423


If I removed the worldspawn from a couple of brushes, the map is finished. So how do I convert two or three brushes into a func_usable, and the rest can be worldspawn, nothing wrong with that, most are.

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-07-2020 12:39 PM 

Replies: 15
Views: 7423


All brushes need to belong to an entity class of some sort. Worldspawn is the default state for all brushes, you don’t remove it. You either convert a brush to some other entity or return it back to worldspawn.

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-07-2020 10:26 AM 

Replies: 15
Views: 7423


How could I remove a worldspawn from a brush without destroying the whole map?

In another copy of the map, the brush is a func_usable, so just simply changing it won't work.

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-01-2020 02:27 PM 

Replies: 15
Views: 7423


 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-01-2020 02:02 PM 

Replies: 15
Views: 7423


Not to be a dick, bit it sounds like you're punching well above your weight.
Have you gone through the progress of building and releasing your own Elite Force maps before? Or maps for any idTech3 engine based games?

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-01-2020 01:57 PM 

Replies: 15
Views: 7423


 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 03-01-2020 09:42 AM 

Replies: 15
Views: 7423


I don't get that, one option could simply be to take parts of it, and load it into a map that doesn't have this problem?

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 08:06 PM 

Replies: 15
Views: 7423


 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 03:39 PM 

Replies: 15
Views: 7423


 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 12:41 PM 

Replies: 15
Views: 7423


In the radiant screenshot of Radiant, use the option
BSP -meta , -vis, -light -fast -filter -super 2

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 11:49 AM 

Replies: 15
Views: 7423


How do I do that, I used two existing maps not from the released maps, so why do these maps not compile like the those?

I don't know about this lighting compile.

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 11:35 AM 

Replies: 15
Views: 7423


You should use the -light option to compile lighting. You've probably only done the BSP phase now, which compiles map geometry.

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 10:58 AM 

Replies: 15
Views: 7423


It isn't in one place, all the deck is filled with the exact lighting as displayed in the image.

I tried numerous compiles.

 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 10:52 AM 

Replies: 15
Views: 7423


 Forum: Level Editing & Modeling   Topic: Lighting problem in Elite force game map after compile

Posted: 02-29-2020 10:15 AM 

Replies: 15
Views: 7423


 Forum: Level Editing & Modeling   Topic: How can I load in a model from GTK into a map file

Posted: 12-23-2018 11:12 AM 

Replies: 8
Views: 4753


 Forum: Level Editing & Modeling   Topic: How can I load in a model from GTK into a map file

Posted: 12-16-2018 03:58 PM 

Replies: 8
Views: 4753


Unfortunately, I don't know which entities does Elite Force use, but map object models are usually loaded via misc_model entity. Check the game development guides for entities you can use.

 Forum: Level Editing & Modeling   Topic: How can I load in a model from GTK into a map file

Posted: 12-16-2018 02:16 PM 

Replies: 8
Views: 4753


Hi,

I would like to try and load in a model file which is a static character for a map for the Quake 3 engine, the game, is Elite force.

I don't know how to get the object to appear in the GTK radiant I am using.

Thank you.

 Forum: Level Editing & Modeling   Topic: How could I create this sort of design in GTK radiant 1.4.0

Posted: 08-05-2018 03:06 PM 

Replies: 5
Views: 3474


 Forum: Level Editing & Modeling   Topic: How could I create this sort of design in GTK radiant 1.4.0

Posted: 07-25-2018 04:20 PM 

Replies: 5
Views: 3474


I was able to get the map to run, this is for the Quake 3 engine game Elite force. It was an online play map. But yes, I wanted to be able to edit it, but there is only the pak file, which can't be opened. And even so, probably only a bsp file.

 Forum: Level Editing & Modeling   Topic: Removing lights- no change in lighting in the map

Posted: 11-27-2017 01:32 PM 

Replies: 13
Views: 6808


 Forum: General Discussion   Topic: News of the Weird 23 October 2016

Posted: 10-23-2016 12:15 PM 

Replies: 1
Views: 1317


 Forum: Level Editing & Modeling   Topic: Worldspawn problem

 Post subject: Re: Worldspawn problem
Posted: 07-24-2016 09:37 AM 

Replies: 11
Views: 6825


 Forum: Level Editing & Modeling   Topic: Worldspawn problem

 Post subject: Re: Worldspawn problem
Posted: 07-24-2016 05:23 AM 

Replies: 11
Views: 6825


 Forum: Level Editing & Modeling   Topic: Worldspawn problem

 Post subject: Re: Worldspawn problem
Posted: 07-24-2016 05:08 AM 

Replies: 11
Views: 6825


 Forum: Level Editing & Modeling   Topic: Worldspawn problem

 Post subject: Re: Worldspawn problem
Posted: 07-24-2016 04:20 AM 

Replies: 11
Views: 6825


Func_usable is default in Elite force. There are no rotating doors.

 Forum: Quake III Arena/Quake Live Discussion   Topic: Anyone here know of Icarus scripting?

Posted: 07-16-2016 05:39 PM 

Replies: 7
Views: 4411


 Forum: Quake III Arena/Quake Live Discussion   Topic: Anyone here know of Icarus scripting?

Posted: 07-16-2016 08:36 AM 

Replies: 7
Views: 4411


Q3 doesn't have that. Try the Level Editing forum. Maybe someone there has experience with Elite Force or Jedi Knight.

 Forum: Quake III Arena/Quake Live Discussion   Topic: Anyone here know of Icarus scripting?

Posted: 07-15-2016 02:47 PM 

Replies: 7
Views: 4411


Hi,

Does anyone know of Icarus scripting? Notsure if it was used in Quake, but this was used in Elite force, and Jedi Knights games.

I've tried to use Behaved to setup scripts to get NPC's fire or more, but nothing.

Thanks.
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