>> Games >> Star Trek Elite Force II
Summary System Requirements
Genre: First Person Shooter
Platforms: PC, Mac
PC Publisher: Activision
Mac Publisher: Aspyr Media
Engine: Quake III, with Ritual's ÜBER Tools
ESRB Rating: Teen
Released: June 24, 2003
· DirectX 9.0 compatible 32MB video card
· Pentium III 600 or Athlon™ processor or higher
· 128MB of RAM
· Microsoft® Windows® 98/98SE/ME/2000/XP
· DirectX® 9.0 compatible 16 bit sound card
· DirectX® 9.0
(more...)
Tutorial: Using the Clipper

This is a quickly thrown together tutorial that combines a few basic concepts together that can be used with the Radiant version of level editors for quake engine based games. This tutorial covers the 0:2 1:4 2:4 3:3 4:2 4:1 2:0 brush clipping method for creating rounded brushes that scale properly on the grid as well as a tutorial on how to use 3 point clipping.

First we will create a box. The box I created was 64x64x32 though you can create any size. For this tutorial I would highly recommend creating a box that is a multiple of 8 (8, 16, 32, 64, 128, 256, 512...).

Next we will start to clip the brush with the 0:2 1:4 2:4 3:3 4:2 4:1 2:0 brush clipping method. Notice I switched the grid down so that the grid bisects the brush 16 times. This is so I can use this method of brush clipping properly. The first step here is to count 0 grid points over and 2 grid points up and place my first grid point. This is the 0:2 part of this brush clipping method. I place my next point at 1 grid point over and 4 grid points up from that point(1:4). Next, you will clip the brush off leaving the large half in place.

We continue with this method now placing a clip point at our last clip point(the 1:4 point) and then another at 2 grid units over and 4 up from that point(2:4). Next, you will clip the brush off leaving the large half in place.

We continue with this method now placing a clip point at our last clip point(the 2:4 point) and then another at 3 grid units over and 3 up from that point(3:3). Next, you will clip the brush off leaving the large half in place.

We continue with this method now placing a clip point at our last clip point(the 3:3 point) and then another at 4 grid units over and 2 up from that point(4:2). Next, you will clip the brush off leaving the large half in place.

We continue with this method now placing a clip point at our last clip point(the 4:2 point) and then another at 4 grid units over and 1 up from that point(4:1). Next, you will clip the brush off leaving the large half in place.

For the last leg of our journey, the 0:2 point, we do not need to create and clipping points. The 0:2 section is automatically created because of how we went about clipping the rest of the brush. At this point we should split the brush up by clipping from the bottom corner to each of the corner points we just created to create a mesh of triangle brushes.

Now we will start 3 point clipping each of these brushes. We will only have to do this on half of the brushes, as we can duplicate and flip them later. Lets start with one of the outside brushes. We set the first clip point where all the triangle brushes converge together at a point. We set point 2 up from this point, and point 3 up and across from this point, as illustrated in the 2D view of the example. Next go to a side view and make sure point one is on top of the brush, while point 2 and 3 are touching the bottom, as shown in the 3D view in the example. At this point you are ready to clip, you might have to flip the clipping plane.

Do the same steps as detailed above again with the next piece.

Do the same steps as detailed above again with the next piece.

Do the same steps as detailed above again with the next piece.

Now just delete the unclipped brushes at this point. You should be left with 4 brushes.

Again, no magic here. We just lowered the grid to the next lowest grid setting, and moved about halfway down the brush finding a spot where two grid points interset with the sides of the brush and began the 0:2 1:4 2:4 3:3 4:2 4:1 2:0 brush clipping method again, only this time in reverse. Clip the first brush as illustrated using the 0:2 portion of the method.

Continue clipping using the method detailed before. This brush will be clipped using the 1:4 part of the method.

Continue clipping using the method detailed before. This brush will be clipped using the 2:4 part of the method.

Continue clipping using the method detailed before. This brush will be clipped using the 3:3 part of the method.

You should now be left with 4 brushes. Select the first 3, not including the last brush you just used the 3:3 part of the method on. We will be duplicating these three.

Duplicate these brushes and then rotate them and flip them so that they match up with your other brushes. You should now end up with pie shaped wedge that is 1/4th of a circle.

Duplicate this entire section 3 more times to get a full circle of brushes. You can merge the brushes aligned to the cardinal directions together(0, 90, 180, 270). Of course this would be a lot easier if you just created a curve patch, as illustrated.