>> 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...)
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Build Your Level
Build Your Skybox
Build a square box out of the 'caulk' texture from the common texture
directory . Inside that box, place your brush geometry or models that
you want to be seen when anyone looks at the sky brushes (Figure 3).
Different sky models can be found in the entity menu under SKY (Figure
4).
Add a script_skyorigin entity by creating a small square brush (16x16x16)
textured as 'nodraw' from the common texture directory. Bring up the
entity menu, go to 'script' and choose script_skyorigin (Figure 5).
This entity will act as your 'camera' perspective to see the sky.
I quote camera because it does not really work like a camera in that
you do not need to point it in a specific direction to look at anything
in your skybox. You place it typically in the center of your skybox
however it can be placed anywhere (Figure 6).
If you have a skybox full of towering buildings and your level takes
place at the street level, place the script_skyorigin at the base
of the buildings. Your sky will show tall buildings that tower over
the player. If you have a floating city in the sky, place the script_skyorigin
high up near the top of the buildings in your skybox. The visual impact
of your sky is easily changed by moving the script_skyorigin.
That should complete your skybox, you have three (3) components:
- A level with common/skyportal textures on the sky brushes
- Skybox room textured as common/caulk with geometry and models
that will be seen when one looks at the sky
- A script_skyorigin that acts as the level's perspective location
in relation to the sky
Scripting Your Skybox (optional)
NOTE: Scripting the script_skyorigin entity is optional and not
necessary to get the basics working. You may skip this section if
you wish.
To control the script_skyorigin through your script file you should
give it a targetname such as "sky". Then in your script
file you can write;
$sky.rendereffects( "-skyorigin" );
$sky_new.rendereffects( "+skyorigin" );
$sky is your script_skyorigin object which has different properties
that you can access through script code. "rendereffects"
controls whether that sky is visible or not. The "-skyorigin"
will turn off the sky so that another script_skyorigin can be turned
on with "+skyorigin".
Tip
Under View > Show > choose Render Skyportal Background to see
the sky rendered on your skyportal textured brushes in the editor.
Download Example Ma
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