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Topic | Replies | Views | Last Post | |
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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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[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 |
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[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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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[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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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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