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| Topic | Replies | Views | Last Post | |
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Making sunlight DOOM III : DOOM III Mapping Maybe try reverse-engineering a level with some Mars surface (Mars City Underground)?... [more] |
5 | 1875 | Jul 31, 2005 12:49 pm by drech ![]() |
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End of game after kill boss DOOM III : DOOM III Mapping I beleive there's some type of "map_end" entity that can be triggered to complete the current map. It would then simply be a question of triggerring that upon the monster's death.... [more] |
3 | 1715 | Sep 27, 2004 04:54 am by drech ![]() |
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Same old scripting problem DOOM III : DOOM III Mapping a lot of iD functions are assembled like this: function ( entity self ) { self.doWhatever(); } and, though 'self' seems like it shouldn't work any better than 'door,' it's possible that when you call a function that requires an entity named 'sel... [more] |
19 | 2145 | Sep 26, 2004 11:13 pm by drech ![]() |
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Same old scripting problem DOOM III : DOOM III Mapping upon further experimentation I've found that it doesn't seem to be able to call any functions (I tried with one called say_stuff() and then sayStuff() that had simply { sys.print("stuff"); } in it. And I got the same error. However, it is findi... [more] |
19 | 2145 | Sep 26, 2004 12:08 am by drech ![]() |
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Same old scripting problem DOOM III : DOOM III Mapping JBAM writes...Quote:So if it is saying 'open_door(TheDoorIWantToOpen)', doesn't that suggest that the problem is at the editor end of things? --> ie it is not linking this line to the line in the script. do you need spaces either side like in the script ... [more] |
19 | 2145 | Sep 25, 2004 11:51 pm by drech ![]() |
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Same old scripting problem DOOM III : DOOM III Mapping the real problem with that is that Doom 3 does not have a "this" object. Usually you can use "this" (in Java, possibly C++ and in other forms of code including flash) to refer to the object that called the function. Doom 3 does not have a "this," and ther... [more] |
19 | 2145 | Sep 25, 2004 11:47 pm by drech ![]() |
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Same old scripting problem DOOM III : DOOM III Mapping Liquefier writes...Quote: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 ... [more] |
19 | 2145 | Sep 23, 2004 03:59 am by drech ![]() |
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Same old scripting problem DOOM III : DOOM III Mapping I'm getting really fed up with this, and I still can't understand why it doesn't work. I'm trying to make a rotating door script that is generic, so that it can be used by one of any doors in a map. After following a few tutorials, I've gained a fair unde... [more] |
19 | 2145 | Sep 22, 2004 11:09 pm by drech ![]() |
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Triggering entities in game DOOM III : DOOM III Mapping neat heheh... [more] |
2 | 1613 | Sep 22, 2004 10:55 pm by drech ![]() |
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Available Sounds, models, etc. DOOM III : DOOM III Mapping I hope iD takes the time to clean up a lot of these problems and release a patch or something. Granted, the errors are there because iD didn't want to have to sit around and tweak the editors while the game was already good-to-go, but I hope this doesn't ... [more] |
4 | 2078 | Sep 22, 2004 10:53 pm by drech ![]() |
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Error : i > Max_Peach_Per_Area DOOM III : DOOM III Mapping max.. peach? Uh.. try using visportals.... [more] |
4 | 1930 | Sep 21, 2004 05:40 pm by drech ![]() |
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random, but thought out mapping Q's DOOM III : DOOM III Mapping Jeez foyle, that's a new record. 3 questions in 6 minutes.... [more] |
6 | 1463 | Sep 21, 2004 05:31 pm by drech ![]() |
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Trigger_multiple Gui for a door ? DOOM III : DOOM III Mapping custom ones are pretty easy. Take a look at my Lightswitch GUI in the Doom 3 suppliments section. If you want to make a more standard-looking gui, you can reverse engineer one of iD's ones. P.S.: The GUI script line set "cmd" "activate"; will tri... [more] |
3 | 1300 | Sep 21, 2004 02:57 am by drech ![]() |
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First time user help DOOM III : DOOM III Mapping you want to mess with your shortcut. Firstly, don't mess with your regular Doom 3 shortcut, mess with a copied one specifically for D3 Radiant. add +r_fullscreen 0 +r_gamma 1 +vid_restart and +editor after the path in the target box. This will ensure you'... [more] |
6 | 1892 | Sep 20, 2004 03:12 am by drech ![]() |
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scripting Call of Duty : CoD Mapping writes...Quote: Sure are helpful.... [more] |
4 | 1195 | Sep 18, 2004 11:03 pm by drech ![]() |
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Did anyone ever figure out how to trigger glass to break? DOOM III : DOOM III Mapping Liquefier writes...Quote:Also, is there a command to make the func_mover invisible? I can see it flying through the air. It's bound to the ragdoll, but I unbind it in the mover script and you can see it go past. You could try making it out of nodraw.... [more] |
13 | 2158 | Sep 18, 2004 10:56 pm by drech ![]() |
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Water DOOM III : DOOM III Mapping So, I don't know if this is covered in your neo-script, but it would be really cool if there was a really simple mirror texture kind of option. That is, a very, very, low quality kind of mirror, for say, steel. This way, it doesn't look so strange when yo... [more] |
18 | 2388 | Sep 18, 2004 04:27 am by drech ![]() |
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Did anyone ever figure out how to trigger glass to break? DOOM III : DOOM III Mapping you can't trigger a func_fracture to break it, at least I don't think. You have to hit it with a func_damage that does more damage than the func_fracture has health. That should work.... [more] |
13 | 2158 | Sep 18, 2004 04:19 am by drech ![]() |
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Problem with falling ramp DOOM III : DOOM III Mapping Be sure your brushes are closed. Sometimes, when using non-rectangular-prism shaped brushes, things will get misaligned, and vertices will come undone. It may also be because of that transparent texture. A lot of times, to the editor, alpha (texture clear... [more] |
7 | 1489 | Sep 15, 2004 10:32 pm by drech ![]() |
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D3 Scripting DOOM III : DOOM III Mapping foyleman writes...Quote:thanks.. got them.. and.... DAMN those are some good scripting primers. I've been doing alot of scripting on my own without lessons and now I am understanding soooo much more. awesome. Any way you could host those here? I'... [more] |
28 | 1770 | Sep 15, 2004 09:55 pm by drech ![]() |
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hi DOOM III : DOOM III Mapping From what I hear, the GTKRadiant editor has a lot of problems, and lacks some of the key features of the built in editor. If your a modder, mapper, or any kind of editing-lover, you should get Doom 3. It's incredibly versatile.... [more] |
7 | 2062 | Sep 15, 2004 09:45 pm by drech ![]() |
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Problem with falling ramp DOOM III : DOOM III Mapping If you have them all set together as one moveable_base object, it should (by default) use the same model as the object (in this case, three brushes) for the collision model. If you have it manually set to something else, it won't work, and it will also gi... [more] |
7 | 1489 | Sep 15, 2004 09:41 pm by drech ![]() |
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Caulk not showing in camera view. DOOM III : DOOM III Mapping We're all newbies sometime. ... [more] |
4 | 1451 | Sep 15, 2004 12:59 am by drech ![]() |
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Importing textures? DOOM III : DOOM III Mapping dds a picture file? If so, anything that can read it (e.g. photoshop?) If photoshop can open it, it can save it as a tga, and you can use the tutorials on custom textures to figure out how to make a specularmap, bumpmap, editor image, and mtr file, too... [more] |
7 | 1382 | Sep 14, 2004 09:45 pm by drech ![]() |
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script runtime error DOOM III : DOOM III Mapping Oh.. are you not mapping for Doom 3?... [more] |
11 | 1722 | Sep 14, 2004 02:24 am by drech ![]() |
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