Star Trek Elite Force 2 + GLdirect

Post your recommended stereoscopic 3D separation/convergence settings along with game performance recommendations.
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Innuendo1231
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Star Trek Elite Force 2 + GLdirect

Post by Innuendo1231 »

Hi Everyone!

I've previously used GLdirect successfully with star wars jedi outcast & academy, and also with return to castle wolfenstein to make them work with 3d vision.

Star Trek Elite Force 2 seems to use more or less the same engine (maybe slight modifications?).

So here's what happens:

The menu is 3D. Cutscenes are 3D. Ingame is 3d IF and as long as the menu or the console is opened. Othervise 3D just disappears ingame.
So very close and yet this one little something is preventing success.

What could be the solution?
terintamel
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Re: Star Trek Elite Force 2 + GLdirect

Post by terintamel »

Elite Force 2 has native 3d support in the game engine. No need to use gldirect. Just add these lines to the autoexec.cfg or add them using the ingame console.

Elite Force 1 and 2, Jedi Knight II and Jedi Academy, American McGee's Alice
seta r_stereo "1"
seta cg_stereoSep "2" (change this value for your separation/convergence)

Return to Castle Wolfenstein if using iortcw
seta r_stereoEnabled "1"
seta r_stereoSeparation "64" (change this value for separation/convergence)
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Innuendo1231
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Re: Star Trek Elite Force 2 + GLdirect

Post by Innuendo1231 »

Unfortunately the native stereo method isn't going to work for my TV. It's a passive 3D TV.

The game fails to load if I enable those settings.
3DNovice
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Re: Star Trek Elite Force 2 + GLdirect

Post by 3DNovice »

Yes, that is because it is Quad Buffered Stereo / Frame Sequential

You could try the OpenGL wrapper from Helifax and output SbS to your Display

FWIW, Grant S talks about getting it to work on VorpX
viewtopic.php?t=26000

StereoQuake would supports Line Interlaced, if you want to try another old game
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