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Topic | Replies | Views | Last Post | |
Light go out one by one help!!! DOOM III : DOOM III Mapping gamerboy99 writes...Quote:Who ever said you cant make a great map without scripting? lol I do... you may be able to get away with it at first, but you are eventually going to need to be able to write scripts. Get it over with as soon as possible.... [more] |
10 | 2037 | Oct 19, 2004 10:36 pm by Liquefier |
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NPC Scripting DOOM III : DOOM III Mapping ... [more] |
3 | 1817 | Oct 14, 2004 08:29 am by Liquefier |
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NPC Scripting DOOM III : DOOM III Mapping I need to learn how to script NPC's. I've done a few searches but can't seem to come up with relavant info. I want to be able to add my own sfx for the NPC's to play, make them walk to certain places and change thier default animations. I know how to t... [more] |
3 | 1817 | Oct 13, 2004 08:57 am by Liquefier |
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moveable base as wall panel. DOOM III : DOOM III Mapping I tried to use a moveable_base as a wall panel that flies out at ya. However, it seems that moveable base works only for floor plates. If I had it in the wall, it would trigger a noise but not move, on the floor it jumps around. Should I be making it a... [more] |
4 | 1775 | Oct 8, 2004 06:25 pm by Liquefier |
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ORIGIN Of OBJECTS DOOM III : DOOM III Mapping well, if you select all the brushes of an "object" and make it a func_static, all the brushes will move in relation to each other. So it's kind of like they have the same origin.... [more] |
2 | 1673 | Oct 8, 2004 08:35 am by Liquefier |
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MiRRoR's AND PrObLeMs ?HElp? DOOM III : DOOM III Mapping with the doors, make it a door FIRST, then make it a model 1)draw a brush 2)(select it)right click and make a func_door 3)(select it)right click and choose new model 4)choose model now you can change it's attributes as if it were a door, but it s... [more] |
7 | 1752 | Oct 7, 2004 05:35 am by Liquefier |
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MiRRoR's AND PrObLeMs ?HElp? DOOM III : DOOM III Mapping Make certain none of your mirrors can "see" another mirror. To make a working door model, first make a brush, then make it a function door, then make it a model. You can also make the model and change it's class to a func_door, but I don't reccomend... [more] |
7 | 1752 | Oct 7, 2004 04:45 am by Liquefier |
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Editor Bug: Can't rightclick to bring up models menu DOOM III : DOOM III Mapping ah, I just decided to start with a fresh slate. I did check in the preferences dialog, and everything seemed to be ok... I had already started the reinstall by the time I read your post. Thanks anyway. Is it possible that CSG Subtract made this happe... [more] |
4 | 1679 | Oct 6, 2004 08:21 am by Liquefier |
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Editor Bug: Can't rightclick to bring up models menu DOOM III : DOOM III Mapping It's odd, it just stopped working. Whether I right click on an existing brush or just try to insert a model, the menu does not come up. How can I fix this? sigh... at least my map is ok. I'll probably just reinstall... ... [more] |
4 | 1679 | Oct 6, 2004 06:27 am by Liquefier |
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Mnemic video tutorial problem! DOOM III : DOOM III Mapping You're going to need DivX Player to view foyleman's tutorials. For MneMiC's tuts, you need to download the TSCC codec, which you can get from downloads, or just click here. Dude, this stuff has all been posted in the forums here already. I'm not ... [more] |
3 | 2368 | Oct 5, 2004 10:10 pm by Liquefier |
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Big'ol Machinery? DOOM III : DOOM III Mapping there are all kinds of things for you to use if you right click and select new model. I'm also going to be pro-active here and tell you that sometimes when you load in a model, it doesn't show up properly the first time. The easiest way to fix this ... [more] |
4 | 1673 | Oct 5, 2004 09:59 pm by Liquefier |
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Release soon? Valve's Source : Source General Gaming omg... I keep hearing the this week this week this week phrase over and over as far as the release of the HL2 engine and more importantly, CS:Source... I've been playing about as much of the beta as I can and am dying for the full version to make it out..... [more] |
8 | 2938 | Oct 5, 2004 11:14 am by Liquefier |
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Textured LaDDeR?? HELP DOOM III : DOOM III Mapping as far as I know, there isn't a visible ladder texture, you have to build your own out of brushes. then you put the ladder texture right in front of it so that it appears you are climbing. ... [more] |
3 | 1658 | Oct 4, 2004 08:26 am by Liquefier |
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007 Mod and Map Converting DOOM III : DOOM III Mapping look, the formats of the two map files veiwed in notepad is very similar. Your easiest bet is to write a quick program to change each CoD item to it's D3 counterpart. A quick perl script would do the trick nicely, even VB would do a nice job. Unle... [more] |
11 | 1647 | Oct 3, 2004 09:27 am by Liquefier |
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Yet more scripting problems! DOOM III : DOOM III Mapping ok... the unknown function part. The easiest way to get rid of this is to name the script in the same directory with the same name as the map. (mapname.map, mapname.script) Also just to save your map time, don't call to the function in main: call to... [more] |
6 | 1697 | Sep 30, 2004 10:00 am by Liquefier |
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GTK Radiant DOOM III : DOOM III Mapping Hmmm.... not familiar with gtk radiant, but when I try to load up maps, I get Shader Not Found textured on everything. ?... [more] |
2 | 1667 | Sep 30, 2004 09:57 am by Liquefier |
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Yet more scripting problems! DOOM III : DOOM III Mapping it seems to me that you answered your own question. yes, use a func_mover and a trigger_relay to do this and script the func_mover. You are going to need to use sys.waitFor(entity) ... [more] |
6 | 1697 | Sep 29, 2004 08:18 pm by Liquefier |
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Same old scripting problem DOOM III : DOOM III Mapping Man, this really has me stumped. The this pointer doesn't give me an error, but it doesn't seem to be the entity that is calling the script. I can't seem to find a way to determine how to get the name of the entity that is making the script call. If ... [more] |
19 | 2201 | Sep 24, 2004 08:16 am by Liquefier |
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Same old scripting problem DOOM III : DOOM III Mapping ok, I'm just going with this here, I dunno how to make it work exactly. You need to have the trigger that calls the function know the name of what entity you want triggered. Hypothetically, you should be able to give it a new value, under a new name. ... [more] |
19 | 2201 | Sep 23, 2004 08:03 am by Liquefier |
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Same old scripting problem DOOM III : DOOM III Mapping I used to get this error all the time, because I was using a scriptfile with a different name. I could never get this to work, even if I declared it in worldspawn. Try pasting the function into the mapname.script and see if you can get any further with ... [more] |
19 | 2201 | Sep 22, 2004 11:42 pm by Liquefier |
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Trigger Target :\ DOOM III : DOOM III Mapping That script won't work the way you want it toQuote: void Spawn_Imp () { $Imp,teleport(1) } First of all there is a syntax error there. you have a comma instead of a period. Secondly, there is no semicolon(;) to tell it that the command is over... [more] |
4 | 1660 | Sep 22, 2004 06:17 pm by Liquefier |
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Available Sounds, models, etc. DOOM III : DOOM III Mapping Man, that's just really inconvienent. Maybe there is a way to fix up the editor.cfg or something to make it see all the files you can use? The more I look through the game, the more stuff I realize I am missing.... [more] |
4 | 2151 | Sep 22, 2004 06:19 am by Liquefier |
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Triggering entities in game DOOM III : DOOM III Mapping Hey, this is something pretty cool for map testing that I figured out and thought would be worth sharing. You can trigger your entities manually through the console! Simply bring down the console and type: trigger "entityname" there's proba... [more] |
2 | 1685 | Sep 22, 2004 01:41 am by Liquefier |
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Ragdoll usage? DOOM III : DOOM III Mapping I'm having an issue with this. It seems that sometimes when I'm posing one ragdoll, I'll mess up the positioning of another ragdoll in my map. How can I avoid this?... [more] |
7 | 2426 | Sep 21, 2004 11:25 pm by Liquefier |
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Did anyone ever figure out how to trigger glass to break? DOOM III : DOOM III Mapping ok, got it working without using a func_activator. The trick (I think) is that you can set the health of the func_fracture to 0. Then, I just have the ragdoll bound to the mover and put in a func_static as the point I wanted it to move to. This sim... [more] |
13 | 2218 | Sep 21, 2004 11:21 pm by Liquefier |
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