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by KAZAM3766
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Topic | Replies | Views | Last Post | |
Roads - Greater Detail & Depth? Call of Duty 2 : CoD2 MP Mapping I have never had good luck mixing curved patches and terrain meshes. The usual solution is when you can overlap the edges or sink the terrain patch below the curve patch edge bu this can cause weird lighting. I always make my roads with terrain patches... [more] |
7 | 2018 | Oct 26, 2007 12:06 am by Daffy |
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New Vehicle Call of Duty : CoDUO Mapping The_Caretaker writes...Quote:After Hourz already made a working BMW bike. As for the skins.. why can't you make your own? Well they did alot of vehicles for Barbarossa...but I did the BMW as a freebie for the community... http://www.modsonline.... [more] |
10 | 1358 | Mar 29, 2006 09:37 pm by Daffy |
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Omaha Worldspawn MODSonline : General Here is what I used for DogRed beach (Omaha) { "message" "Dog Green Sector - Omaha Beach" "sunlight" "1.0" "sundirection" "-40 170 0" "sundiffusecolor" ".63 .71 .87" "suncolor" ".72 .74 .76" "diffusefraction" ".45" "_color" ".9 .9 .89" "ambient... [more] |
3 | 1141 | Sep 23, 2005 01:51 am by Daffy |
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[preview] [DH] Pointe Du Hoc Call of Duty : CoD+UO Map + Mod Releases Looks like a good start. This is SP correct? Better hurry before CoD2 is released!!!! ;) Also, try using larger and lower density patches for your terrain. Since your making a near actual size area, you save alot of tris. Keep the detail to the trenche... [more] |
15 | 1674 | Aug 25, 2005 09:46 pm by Daffy |
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Water Texture Question... Call of Duty : CoDUO Mapping 'Progressive Shader' just means that parts of the shader file wont render for lower-end Video cards. There are keywords in the shader and some code logic that determines what to do if a certain video rendering function is available. But there are plent... [more] |
12 | 1292 | Aug 15, 2005 03:50 pm by Daffy |
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Water Texture Question... Call of Duty : CoDUO Mapping Water shaders are in the /scripts folder. Shaders can be tricky so I suggest looking over an existing shader that you are already familiar with. Shaders are often 'multi-layer' textures. Water shaders often have 1 or more alpha textures to represent rippl... [more] |
12 | 1292 | Aug 14, 2005 10:35 pm by Daffy |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping Well I map for CoD:UO but I assume you can do this too. Since I compile via .bat files I use the -blocksize parameter. My maps are huge outdoor maps and the higher blocksize helps FPS considerably even without portals. Here is a sample .bat file: Co... [more] |
15 | 2820 | Aug 10, 2005 03:55 pm by Daffy |
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boat script Call of Duty : CoDUO Mapping Have a little patience..... http://www.iwnation.com/Forums/index.php?showtopic=14448... [more] |
22 | 1922 | Jul 19, 2005 10:06 pm by Daffy |
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Mapping Rookie Call of Duty : CoDUO Mapping Dog Red beach is larger than 24000x36000 - I made the terrain patches 512x512 with a density of 3x3 verts. The hills are large and the terrain looks natural. The map is designed with a broad front for lots of flanking action. The real problem with this... [more] |
45 | 1753 | Jul 18, 2005 04:03 pm by Daffy |
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[RELEASE] Frozen Treasure...the secret revealed... Call of Duty : CoD+UO Map + Mod Releases Played with the elevator too much.... It gets stuck below the floor level and becomes useless.... [more] |
10 | 2643 | Jul 13, 2005 11:15 pm by Daffy |
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motor cycle? Call of Duty : CoDUO Mapping Here's the info for my BMW: http://www.iwnation.com/Forums/index.php?showtopic=10916 http://www.modsonline.com/Forums-top-9453-10.html%2350428 And the Download: http://www.modsonline.com/Downloads-full-2453.html... [more] |
3 | 1305 | Jul 13, 2005 05:32 am by Daffy |
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Kicked by Punkbuster Call of Duty : CoD+UO General The map Sconsville cause me Unpure errors with the official 1.51 uomappack. I was freaked when it first happened because I had been doing a new PK3 build of my beta Dog Green and I worried I had accidently added something to that PK3 file. Whew!!! Have... [more] |
5 | 1427 | Jul 11, 2005 04:32 am by Daffy |
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Make your own vehicle? Call of Duty : CoDUO Mapping I use LightRay3D since it is very similar to Max for the basics and has a solid xmodel_export filter. I HIGHLY recommend this program. Download from: www.sxcreations.com You have to pay ($90USD) to do the exporting but I believe the trial version... [more] |
9 | 1583 | Jul 5, 2005 09:19 pm by Daffy |
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Point Du Hoc Call of Duty : CoDUO Mapping Well dont give up mapping! Keep at it man until youre good. I have made 10+ maps over 2 years. But the only map I have ever released was Dog Red Beach.... [more] |
36 | 1628 | Jun 25, 2005 09:31 pm by Daffy |
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Make your own vehicle? Call of Duty : CoDUO Mapping Im not sure he will learn much from my BMW Its not an easy thing to describe. You should just google 3D Modeling Maya StudioMax Tutorials and see what you get When you have mastered the 3D tools, then you can ask about imprting them in-game.... [more] |
9 | 1583 | Jun 22, 2005 10:38 pm by Daffy |
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Point Du Hoc Call of Duty : CoDUO Mapping I looked at your screenshots Here is what the battlefield should resemble: If you want to make a fantasy battlefield that is fine. Remeber, your Point du Hoc will be compared to others that have already been done and some that may not yet be re... [more] |
36 | 1628 | Jun 21, 2005 05:11 pm by Daffy |
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Point Du Hoc Call of Duty : CoDUO Mapping ALWAYS remove any custom maps from your UO and MAIN folders before mapping. The compile error is a script error and you should not get these if your using /devmap ptduhoc To run the map from the console.... [more] |
36 | 1628 | Jun 21, 2005 05:08 pm by Daffy |
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rotating door=shoot thru able? Call of Duty : CoDUO Mapping I think wooden doors should work that way (shoot thru). For a metal door, you could make an xmodel and skin it with a metal@ shader and that would stop bullets. Problem is that you need to make the 3d model first.... [more] |
8 | 1432 | Jun 21, 2005 01:41 am by Daffy |
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Point Du Hoc Call of Duty : CoDUO Mapping The majority of my patches are either the dark green Ukraine grass (the one with flowers since it was May/June in Normandy) or a dark Earth texture. I used the Earth blend for transparently blending grass and dirt. Occasionaly, near edges of roads, trench... [more] |
36 | 1628 | Jun 20, 2005 09:42 pm by Daffy |
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Point Du Hoc Call of Duty : CoDUO Mapping What map is that Cosmo? ... [more] |
36 | 1628 | Jun 18, 2005 06:18 pm by Daffy |
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Point Du Hoc Call of Duty : CoDUO Mapping May I suggest a couple of things? First, use good current photos of the actual Point du Hoc. http://www.dday04.com/diapo.php?ville=24 Second, research the assault by the Rangers. http://www.army.mil/cmh-pg/books/wwii/100-11/ch4.htm%23rangers ... [more] |
36 | 1628 | Jun 17, 2005 09:39 pm by Daffy |
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Map crashing on linux server Need Help Call of Duty : CoDUO Mapping Linux is very picky about script errors. You need to look over any scripts your running for the map and see if you can pare down to just the essentials. To find the errors, you can try running your Linux server in DevMode, or run your map on your Windo... [more] |
8 | 1429 | Jun 17, 2005 02:42 pm by Daffy |
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[release] moh_southernfrancce Call of Duty : CoD+UO Map + Mod Releases 2 small nitpicks: A balcony near the bridge is textured with caulk and is visible to the map hull. You can walk on the wire in the courtyard to get ontop of the flat roof near the gate. This was an exploit in the original as well. I do like how you ... [more] |
7 | 2992 | Jun 13, 2005 02:36 pm by Daffy |
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NEED HELP FAST HQ GAMETYPE Call of Duty : CoDUO Mapping Your arena has "tdm cd hq" as gametypes. What is cd? Maybe put hq ahead of that HQ uses tdm spawnpoints so as long as you have those, then it should work alright. Im assuming you used the BSPEditor to add the TDM spawns? Why not add a couple of DM spa... [more] |
14 | 1681 | Jun 8, 2005 04:46 pm by Daffy |
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Dogred_beach Call of Duty : CoD+UO Map + Mod Releases GroundPounder, You didnt need to do that. I found the problems in the scripts and they've been fixed. The errors only affected certain Linux installs but You can safely run this on Windows servers too. http://dread.enemylines.us/uo/zzz_SVR_FIX_dogre... [more] |
6 | 2387 | Jun 5, 2005 06:33 pm by Daffy |
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