Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 10 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Latest Posts by drech
These topics are the latest to have been updated with new posts.
Show me more: 50 100 150
MODSonline.com Forums
Latest Posts
Subscribed Posts
Search
  Topic Replies Views Last Post
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
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
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
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
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
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
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
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
Triggering entities in game
DOOM III : DOOM III Mapping
neat heheh... [more]
2 1613 Sep 22, 2004 10:55 pm
by drech
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
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
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
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
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
scripting
Call of Duty : CoD Mapping
writes...Quote: Sure are helpful.... [more]
4 1195 Sep 18, 2004 11:03 pm
by drech
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
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
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
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
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
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
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
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
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
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
MODSonline.com Forums

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»