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Latest Posts by WuphonsReach
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treeline
Call of Duty : CoDUO Mapping
There are very few treeline textures that light properly. You may want to load a winter map like Tuchola or Broadsword in developer-mode and use the "r_showshaders" (I think... maybe r_drawshaders) to display what textures were used.... [more]
3 1440 May 7, 2006 12:33 am
by WuphonsReach
Walking trough Models
Call of Duty : CoD Mapping
Your editor is not setup properly or you are missing collision maps for those models. There should've been numerous error messages in the compile log. So search the forums for "collision maps" or "collmaps".... [more]
4 1471 May 7, 2006 12:31 am
by WuphonsReach
Final Compile?
Call of Duty : CoDUO Mapping
With a batch file you: - Never have to worry about clicking on the wrong setting and wasting 4 hours - You can try different things, commenting out old ways, leaving yourself a breadcrumb trail of what you tried - Always get the same results (... [more]
47 1210 May 6, 2006 06:19 am
by WuphonsReach
TDM & DM SPAWNS
Call of Duty : CoDUO Mapping
For DM/TDM gametypes, I would recommend about 2x what you think max population for the server will be. Maybe even only 1.5x. So for a 32 player server... 48-64 spawns. Even then, not everyone connects in at the same time so you rarely need that many. ... [more]
6 3086 May 6, 2006 06:16 am
by WuphonsReach
This is a tough one :)
Call of Duty : CoDUO Mapping
Tough challenge, good luck with it.... [more]
15 1563 May 4, 2006 10:45 pm
by WuphonsReach
Different Spawnings
Call of Duty : CoD Mapping
Massive spawn killing is mostly a map flaw. (Poor spawn area layout, etc.) Your players should spawn in spots that are not campable by snipers. They should be able to check what's going on in the local area and they should have 2-3 ways out of the sp... [more]
4 1467 May 4, 2006 10:43 pm
by WuphonsReach
[Preview] Tuchola Forest 1945
Call of Duty : CoD+UO Map + Mod Releases
They're just Russian Gazaa trucks. Everyone calls them milk trucks to make fun of them.... [more]
55 2219 May 4, 2006 05:20 am
by WuphonsReach
[Preview] Tuchola Forest 1945
Call of Duty : CoD+UO Map + Mod Releases
Pushing Beta #3 to the servers today, lots of little changes that have accumulated over the past 3 weeks of testing. Detailed change notes and the download link are at: http://www.mobclan.com/forums/upload/index.php?showtopic=11032 Not quite done y... [more]
55 2219 May 3, 2006 10:01 pm
by WuphonsReach
Final Compile?
Call of Duty : CoDUO Mapping
Grab a copy of Speedfan 4.16 (or later) to monitor temps. Odd that it would crash during a full compile and not a fast compile, but the full compile does take longer so maybe heat is building up. My recommendation to mappers is: 1) Use fast compile... [more]
47 1210 May 3, 2006 04:52 am
by WuphonsReach
not working!
Call of Duty : CoDUO Mapping
The rain sound on Tuchola is simply a replacment for the Ambient sound track (there can only be one ambient sound running). Depending on what weather I pick for the round determines which AmbientPlay line gets executed. I don't remember which ambient ... [more]
11 1295 May 2, 2006 06:57 am
by WuphonsReach
Odd artefacts on surfaces compiling on a laptop
Call of Duty : CoDUO Mapping
That's a bizarre one, Grassy. Good luck and hope you get better quick.... [more]
6 1491 May 2, 2006 06:55 am
by WuphonsReach
I IS A N3WB MAPPER
Call of Duty : CoDUO Mapping
CTF tutorial... (shudders) I've been looking at that CTF tutorial for an entire week off-and-on. Currently, I have mp_foy opened up on one screen while I scrutinize my CTF setup on the other screen. There should be a link to the pre-fabs inside the... [more]
8 2848 May 2, 2006 02:12 am
by WuphonsReach
fog/rain dont show.
Call of Duty : CoDUO Mapping
WuphonsReach writes...Quote:In reviewing my code, I'm 90% sure that you don't need: level.syb_rain = loadfx("fx/atmosphere/chateau_rain.efx"); In the main() function of your map's GSC file (line 44 in mp_uo_tuchola_098.gsc). I'm in the process of... [more]
14 1372 May 1, 2006 05:35 am
by WuphonsReach
[Preview] Tuchola Forest 1945
Call of Duty : CoD+UO Map + Mod Releases
Thank you. I'm hoping that it stands the test of time and doesn't become one of those "big bang big bust" maps. I tried very hard to learn from the best mappers out there by studying their map designs closely. ... Updated compile file. Note that ... [more]
55 2219 May 1, 2006 05:30 am
by WuphonsReach
fog/rain dont show.
Call of Duty : CoDUO Mapping
Another issue may be that the GSC you *think* you're executing is not actually the one that you really are executing. Move any outdated PK3s or old GSC files to another folder to make sure. I use a batch file to compile (detailed in the Tuchola Forest... [more]
14 1372 May 1, 2006 05:22 am
by WuphonsReach
fog/rain dont show.
Call of Duty : CoDUO Mapping
setCullFog (10, 100, 183, 183, 183, 1); 10-100 for fog distance is way too short, I'd suggestion anything up to 2000 for the first value and 3000-8000 for the second value. Also, your fog color needs to match the background color of the skybox. Whi... [more]
14 1372 May 1, 2006 05:05 am
by WuphonsReach
fog/rain dont show.
Call of Duty : CoDUO Mapping
Make sure you are running CoDUO in developer mode, i.e. CD "C:\Program Files\Call of Duty" CoDUOMP.exe +exec generic_lan.cfg +set dedicated 1 +pb_sv_guidRelax 7 +sv_maprotation "allow_tanks 1 gametype ctf map mp_uo_tuchola_098" +map_rotate No-fog s... [more]
14 1372 May 1, 2006 05:00 am
by WuphonsReach
fog/rain dont show.
Call of Duty : CoDUO Mapping
Oops, guess you didn't have the vehicle pack that is required by the map (which is a 56MB download). Ah well, now you're set to play maps like Ardennes1944, Barbarossa, and Smolensk (and possibly a few other After-Hourz maps). Rain only shows up durin... [more]
14 1372 May 1, 2006 04:57 am
by WuphonsReach
EstateAttack Pre-Release Notice!!!
Call of Duty : CoD+UO Map + Mod Releases
What sky texture did you use for the skybox and what color did you use for your CullFog line in the main() GSC?... [more]
2 1418 May 1, 2006 04:30 am
by WuphonsReach
fog/rain dont show.
Call of Duty : CoDUO Mapping
In reviewing my code, I'm 90% sure that you don't need: level.syb_rain = loadfx("fx/atmosphere/chateau_rain.efx"); In the main() function of your map's GSC file (line 44 in mp_uo_tuchola_098.gsc). I'm in the process of removing that line and seei... [more]
14 1372 May 1, 2006 04:22 am
by WuphonsReach
fog/rain dont show.
Call of Duty : CoDUO Mapping
Grab mp_uo_tuchola_098 from my test server... 70.42.41.170 I have a working rain effect, you'll need the GSC in that PK3. Please rename the syb_rain.gsc to something else before using it in your map (so you don't cause conflicts with mine). You'll al... [more]
14 1372 May 1, 2006 04:13 am
by WuphonsReach
Trees
Call of Duty : CoDUO Mapping
right-click on the 2D area, misc -> model (i.e. a misc_model), then set the "model" property to be the "xmodel/something" of the tree that you want.... [more]
2 1409 Apr 29, 2006 11:38 pm
by WuphonsReach
my_house
Call of Duty : CoDUO Mapping
Open up mp_foy and study closely how they constructed the American spawn house (which is extremely simple). Or you could look at the mp_dawnville sample map. Go look at other maps and turn on the triangles mode (where you see the lines instead of just t... [more]
7 1530 Apr 29, 2006 04:30 pm
by WuphonsReach
How can i make *.gsc file...?
Call of Duty : CoDUO Mapping
Best bet, download half a dozen custom maps (Tuchola Forest, Barbarossa, Smolensk, Broadsword), extract the GSCs from their PK3s and print them out and compare them. Plus, you should look at the GSCs from the stock maps. There's not much to a basic ... [more]
4 1613 Apr 29, 2006 04:25 pm
by WuphonsReach
sry but i gotta ask
Call of Duty : CoDUO Mapping
Alpha blending cures a lot of ills, especially in places where repetitive patterns are visible. You could blend that grass by overlaying another, alpha, texture on top and blending it in a semi-random fashion. That will distract the eye from the geometr... [more]
6 1526 Apr 29, 2006 04:23 pm
by WuphonsReach
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