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infinity?!?! Valve's Source : HL2 Mapping http://www.valve-erc.com/srcsdk/Levels/3d_skyboxes.html ... [more] |
7 | 2444 | Mar 10, 2005 12:52 pm by bollockchops ![]() |
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textures! Valve's Source : HL2 Mapping There is a very nice tool at THIS site which will generate bump map normals for you. *Note you will need to register on that site to download it, and its basically a script for Adobe Photoshop CS, so youll need that as well.... [more] |
11 | 1626 | Mar 9, 2005 05:55 pm by bollockchops ![]() |
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textures! Valve's Source : HL2 Mapping hehe np ... I hope they look as nice as the stock HL2 textures The next thing you could look at is to create "normals" for your textures which give them a real 3d quality as it brings out the cracks and bumps in your textures.... [more] |
11 | 1626 | Mar 8, 2005 03:18 pm by bollockchops ![]() |
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walls, light and caulking.. Soldier of Fortune : SoFII Mapping hmmm... When you trace the leak, does the red line run straight through the centre of one of those caulked brushes?... [more] |
22 | 1646 | Mar 8, 2005 10:37 am by bollockchops ![]() |
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walls, light and caulking.. Soldier of Fortune : SoFII Mapping Yes the problem will only occur if the caulk is inside your map (ie. in visible area), caulk on the oustside is fine. You couldnt for example seal a map with a giant hollow caulk box, but if the inside of that box was textured with something solid, it ... [more] |
22 | 1646 | Mar 7, 2005 06:57 pm by bollockchops ![]() |
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church steeple Soldier of Fortune : SoFII Mapping One way is to first make a square brush, and stretch it so its the right height for your finished steeple. Then looking at your steeple from above, use the vertex manipulation tool to drag each of the four sides into the middle to make a point. I thin... [more] |
3 | 1556 | Mar 7, 2005 06:34 pm by bollockchops ![]() |
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textures! Valve's Source : HL2 Mapping Theres a program called Texgen that will create the vmt files for you, but you'll probably need to manually edit most if not all of them to customise the properties afterwards, as texgen uses the same template for each one. Either that, or you could spli... [more] |
11 | 1626 | Mar 7, 2005 06:21 pm by bollockchops ![]() |
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textures! Valve's Source : HL2 Mapping ok, first you need to convert them into .tga format. I use a program called Irfanview, its free and it supports batch conversion so you can do all 2000 in one go. Once you've got all your tga files, they need to be converted (again) into the format th... [more] |
11 | 1626 | Mar 6, 2005 10:45 am by bollockchops ![]() |
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textures! Valve's Source : HL2 Mapping What format are they in?... [more] |
11 | 1626 | Mar 5, 2005 01:37 pm by bollockchops ![]() |
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caulk texture = improvement? Soldier of Fortune : SoFII Mapping Yes, caulk ALL sides that the player cant see. Some people suggest you make everything from caulk first, to get the layout of your map, and then go round texturing the visible faces. As a general rule: the more caulked faces the better ... [more] |
9 | 1719 | Mar 5, 2005 01:25 pm by bollockchops ![]() |
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Simple question that should be answered easily Valve's Source : HL2 Mapping Take a look in the Tutorials section ... [more] |
3 | 1533 | Feb 5, 2005 10:16 am by bollockchops ![]() |
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need help with prop_physics rendering Valve's Source : HL2 Mapping Maybe some of the models you are using are not designed to be used as prop_physics... Do they get rendered if you change them into a prop_static? To save some time I've been making my own prefabs...just simple stuff like a prop_physics_multplayer entit... [more] |
2 | 1980 | Feb 5, 2005 10:11 am by bollockchops ![]() |
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Attention Foyleman! Valve's Source : HL2 Mapping For making things to the right scale you can browse the textures in Hammer, and type "dev" in the filter box - Theres a load of orange textures with measurements/markers for player height, normal wall height, crates etc etc... Could be useful ... [more] |
25 | 2341 | Dec 23, 2004 06:16 pm by bollockchops ![]() |
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Making terrain from alphamap Valve's Source : HL2 Mapping _ca_garrett writes...Quote:if u want il post link Yes please. But I specifically need to create a landscape from a heightmap, so as long as terragen can do that, ill be happy. ... [more] |
5 | 1155 | Dec 18, 2004 02:41 pm by bollockchops ![]() |
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Making terrain from alphamap Valve's Source : HL2 Mapping Anyone know some good software/plugins for making some terrain from a heightmap .bmp ? Is Easygen the best and most compatible one to use with Hammer? I need to get the terrain in the form of a displacement brush so that I can 'paint' it in Hammer u... [more] |
5 | 1155 | Dec 15, 2004 11:02 am by bollockchops ![]() |
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Alpha masking Valve's Source : HL2 Mapping ok I finally got it working, using blendrockdirt008c. Thanks for the help.... [more] |
6 | 1399 | Dec 11, 2004 04:10 pm by bollockchops ![]() |
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Alpha masking Valve's Source : HL2 Mapping I've already tried it with about 4 different textures... blendrockgrass, blendrockdirt etc but nothing seems to work. ... [more] |
6 | 1399 | Dec 11, 2004 03:46 pm by bollockchops ![]() |
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Alpha masking Valve's Source : HL2 Mapping Im trying to make some realistic terrain using the blend textures and alpha masking on a displacement surface. All looks fine in hammer, (I can see the patches of rock/grass where I used the "paint alpha" option).. It seems to run through the compile... [more] |
6 | 1399 | Dec 10, 2004 08:09 pm by bollockchops ![]() |
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How do i add models in my CS Source map? Valve's Source : HL2 Mapping If anyone else has the same problem i was having.... You dont need to build the crates from scratch... Instead of making the crates from textured brushes, there are already models for crates you can add using the entity tool. Add the entity prop_physi... [more] |
8 | 1806 | Dec 5, 2004 01:33 pm by bollockchops ![]() |
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How do i add models in my CS Source map? Valve's Source : HL2 Mapping Thanks m8, much appreciated ... [more] |
8 | 1806 | Dec 4, 2004 02:06 pm by bollockchops ![]() |
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The more I play, the better it gets Valve's Source : Source General Gaming gj Now the REAL fun begins ! Quick question did you or anyone else have a bug in the second to last level where you couldnt jump?? This happened to me and a few others, I had to improvise with the gravity gun to 'boost' myself over obstacles lol... [more] |
7 | 2514 | Nov 28, 2004 06:38 pm by bollockchops ![]() |
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CSS Finca Valve's Source : HL2 Mapping I'm new to Hammer as well but yes I think its the same principle. I'd be very interested in seeing your finca map on the source engine. (I was thinking of making a nice mp_jor1 out of the dust textures ) The ultimate goal (for me) would be to mod t... [more] |
3 | 1660 | Nov 28, 2004 06:32 pm by bollockchops ![]() |
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How do i add models in my CS Source map? Valve's Source : HL2 Mapping I made a pyramid of wooden crates to test out the prop_physics entity. (Made them from textured brushes and then CTRL-T to tie them to a prop_physics_multiplayer then edit the properties). They break when you shoot them and react to each other in game... [more] |
8 | 1806 | Nov 27, 2004 03:06 pm by bollockchops ![]() |
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a good PK3 Manager?? Call of Duty : CoD Mapping I like "ALZIP" for working with pk3's.... [more] |
7 | 1033 | Aug 12, 2004 10:39 am by bollockchops ![]() |
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How do i make a track for my items Soldier of Fortune : SoFII Mapping Check out the sof2 tutorials on this site. Look for the one on func_trains ... [more] |
4 | 1349 | May 15, 2004 12:30 pm by bollockchops ![]() |
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