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Topic | Replies | Views | Last Post | |
intro cutscene from new sp-mappack download link here: Valve's Source : HL2 Mapping When I hit the proceed to download button my browser does'nt do anything at all. ... [more] |
4 | 2259 | Aug 31, 2005 04:57 am by Eat_Lead |
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structual and detail brushes Valve's Source : HL2 Mapping Any brush that isnt gonna block VIS should go func_detail. Here's a few tutorials/explainations on func_detail. Full optimizing information. http://www.student.kun.nl/rvanhoorn/Optimization.htm This thread explains func_detail a little better. htt... [more] |
2 | 1277 | Aug 26, 2005 01:13 am by Eat_Lead |
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Scaling models? Valve's Source : HL2 Mapping From what ive read, it isnt possible without editing the model itself... [more] |
3 | 2147 | Jul 25, 2005 11:01 am by Eat_Lead |
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MODSon-air Episode 001 MODSonline : MODSon-air Pretty cool idea. I think this would be the best way possible to have interviews with big time game devlopers. That would be my only suggestion, try to line up some interviews with people that are making the games we all play. Maybe try to get someone fro... [more] |
26 | 3742 | Jul 20, 2005 01:41 am by Eat_Lead |
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my compile time. Valve's Source : HL2 Mapping haha well its really not stupid if you know why he did it. You need to go up in the top right corner and turn off all vis groups then start optimizing. When you turn visgroups off it hides all your entities, displacements, and all that so only world brush... [more] |
17 | 1915 | Jul 20, 2005 01:24 am by Eat_Lead |
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my compile time. Valve's Source : HL2 Mapping Read through this thread. It explains func_detail pretty good. http://www.hl2world.com/bbs/an-announcement-about-vvis-times-vt31475.html?h ighlight=leaks+explained... [more] |
17 | 1915 | Jul 19, 2005 12:28 am by Eat_Lead |
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Rotating Brushes Valve's Source : HL2 Mapping After you have the brush or group of brushes selected that you want to rotate. With them selected click on them again until you see diagonal squares in the corners like this. http://img292.imageshack.us/img292/7058/untitled9yv.jpg Then move your mou... [more] |
4 | 1823 | Jul 18, 2005 10:10 pm by Eat_Lead |
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my compile time. Valve's Source : HL2 Mapping To put a long story short... Fast VIS compile only does 1 pass on your map as far as portalling. Since the portals are what makes your map run nice and smooth, doing a fast compile gives worse performance than a full VIS compile. Ive read that even a c... [more] |
17 | 1915 | Jul 18, 2005 02:14 am by Eat_Lead |
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my compile time. Valve's Source : HL2 Mapping MasterChief writes...Quote:ok well i tried that clipper and my program crashes all the time, i get copies of the same brush so i have to click it, hit ESC and click agin, hit ESC and then click it agin once its all deselected and hit Delete. is that how c... [more] |
17 | 1915 | Jul 17, 2005 08:10 pm by Eat_Lead |
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Compiling... Valve's Source : HL2 Mapping The link Swampy gave is the best optimizing tut on the net for HL2 as far as I know. This thread is also very useful it goes over most of the samethings but in better detail especially with VIS blocking and func_detail. It also has pictures. http://www... [more] |
5 | 2265 | Jul 14, 2005 10:43 pm by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping I just sent the fixed version to your E-mail. You had one giant leak. Displacements cant seal your map you always have to have brushes to seal it. So I just made a quick fix and cleaned up your skybox on the sides and put 1 big brush underneath. This is w... [more] |
18 | 1353 | Jul 14, 2005 04:10 am by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping Sure just e-mail it to me and ill have a look. Theres a really good chance that the water is acting strange if theres a leak in your map. You can mail it to the address in my profile. ... [more] |
18 | 1353 | Jul 13, 2005 01:55 am by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping The water_lod_controller can be right next to the water or across the map for all I know. I dont think it makes any difference. The only problem you might have with it is if it is inside a brush. The oragne and grey textures are just developer textures. T... [more] |
18 | 1353 | Jul 12, 2005 11:47 pm by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping Here ya go, the texture I used seems to be a crystal clear water texture but it is working right. http://home.comcast.net/~eatlead111/water_example.zip edit: VMF is the file that the map editor uses. As for water, yes some of it only will work in HL... [more] |
18 | 1353 | Jul 12, 2005 11:06 pm by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping Yea sure, ill make a quick VMF of water.... [more] |
18 | 1353 | Jul 12, 2005 10:48 pm by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping MasterChief writes...Quote:i didnt see anything about the water_lod_controller in the water tut that foyleman made.... hmm I must have seen it somewhere else then. Theres way too many tutorial sites and tutorials around the web to rememer them all. Sti... [more] |
18 | 1353 | Jul 12, 2005 10:38 pm by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping The video tutorial for water is where I learned it from you can see it in the D/L section of this site. I cant remember if you need to tweak any settings for the water_lod_controller but I dont think you need to. Just select the entity tool and put a wate... [more] |
18 | 1353 | Jul 12, 2005 10:06 pm by Eat_Lead |
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my lighting and water are fighting..... Valve's Source : HL2 Mapping Did you use a water_lod_controller and also run the buildcubemaps command in game?... [more] |
18 | 1353 | Jul 12, 2005 06:55 pm by Eat_Lead |
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ambient generic prob. Valve's Source : HL2 Mapping I dont really know what to suggest if you have all the flags set properly. If I were you I would open up one of the Valve SDK maps and see if you can copy and paste their ambient_generic into your map but just change which sound file you want it to play. ... [more] |
3 | 1857 | Jul 10, 2005 11:06 pm by Eat_Lead |
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Doesn't compile Valve's Source : HL2 Mapping Vis Blocking is how you get the performance up on your map. I really recommend reading this tutorial. (especially the Func_detail and Hint brush sections) (those are the two most important things to it) http://www.student.kun.nl/rvanhoorn/Optimization.... [more] |
19 | 1833 | Jul 8, 2005 09:26 pm by Eat_Lead |
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Doesn't compile Valve's Source : HL2 Mapping Try hitting the "paste special" button. I dont remember exactly what it does but its worth a shot.... [more] |
19 | 1833 | Jul 8, 2005 03:09 pm by Eat_Lead |
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Doesn't compile Valve's Source : HL2 Mapping Wow 3500 breakables!! I gotta see that when its done. If you can get it working that is. I guess the only place to start trying to fix it is either use the "check for problems" option or you could just enter the brush number thats in your compile log and ... [more] |
19 | 1833 | Jul 7, 2005 11:09 pm by Eat_Lead |
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sudden error...?! Valve's Source : HL2 Mapping MasterChief writes...Quote:J4FswampyG: WUT IS IT U DONT KNO!?!??! haha no kidding! This just reminded me to backup all my things too. I would go absolutely berserk if I lost my current map and had to go to my backup which is about 5 hours work behin... [more] |
6 | 1113 | Jul 5, 2005 08:50 pm by Eat_Lead |
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breakable wall Valve's Source : HL2 Mapping Wont let me edit my post ^^^ Anyway heres the tutorial where I learned how to use func_breakable and triggering other entities to react to it. Just in case you were curious about any of it. This site is great the guy does really good tutorials. http... [more] |
7 | 2000 | Jul 5, 2005 08:46 pm by Eat_Lead |
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breakable wall Valve's Source : HL2 Mapping hahah oops! Well ive never tried to use that entity before so im totally clueless. What would be the difference between that and regular func_breakable?... [more] |
7 | 2000 | Jul 5, 2005 08:33 pm by Eat_Lead |
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