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Crosshairs For
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 at this point in the single or multiplayer game. I'm sure this restriction will be 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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