Since it's made with the Quake 3 engine, Elite Force uses the same crosshair system. You have 9 crosshair design choices, and as in Q3, they are all white in color and most are semi transparent. The same commands work in the console, although in the single player game there is no need for the slash before typing them. It's still required in multiplayer. |
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Raven decided to activate the crosshair health feature that Id revealed in the test demos, but left out of the full Q3 game. For those unfamiliar with the Q3A test demos, that means your crosshair will change color as your health goes down. Starting at around 70, the color will change from white to a pale yellow, going to a brighter yellow, then shades of orange and finally red as your character nears death. You can turn this feature off with the command cg_crosshairhealth 0 typed in the console. Number 1 turns it back on. |
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In the demo, Raven instituted a CRC check on the size of any and all pk3 files in the demoef folder at game startup, so no modifications can be made in the demo. While I haven't played it, I'm sure this restriction has been lifted in the full game so the mod makers can do their stuff. All the Q3 hairs should work in the Elite Force full game. Place the pk3 file inside the "game" folder(that will be the one that has the pak0.pk3 file in it), and the new crosshairs should appear in the options menu. |
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If you find the default EF x-hairs interesting and want to use them in Quake 3, click HERE to download the zip. Extract the pk3 file from the zip into your baseq3 folder. You can grab the 115 meg Elite Force demo HERE. |
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RETURN TO CASTLE WOLFENSTEIN |
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RTCW uses the exact same crosshair system as Quake 3 -- even the same graphics files. So any of the Q3 pk3 files in the Quake 3 section can be used here. Put the file of your choice inside the Main folder with the other pk3 files. The new hairs will not show in the Options menu, so use the Quick Change/Select Script to select the crosshairs from within the game. |
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JEDI KNIGHT II: JEDI OUTCAST |
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Jedi 2 also uses the same crosshair system and graphics as Q3. But it rejects certain "oversize" crosshairs. Many of the pak9.pk3 files and some of the pakhairs.pk3 files from the Pure Server section will work. Avoid any that have larger than normal designs as the game will not even load with them. Place your new pk3 inside the base folder. Use the Quick Change/Select Script to select the crosshairs from within the game. |
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MEDAL OF HONOR ALLIED ASSAULT |
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MOH uses the quake 3 engine, but with some changes to the crosshair path. It offers a single crosshair which is located in the pak1.pk3 file. You can use any of the single Quake 3 crosshairs to replace it, but you'll have to build a new pak9.pk3 file with a different folder structure and rename the crosshair file itself to crosshair.tga (no letter at the end). Instead of GFX\2D, the folder path in MOH is TEXTURES\HUD. If you have Winzip, see the instructions in the Quake 3 section on how to create a new pk3 file and use these folder names. The crosshair pak goes inside the main folder. As for the sniper hair, it's more complicated, being constructed of 4 separate tga files. I may have more on that at a later date.
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