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walk through brushs... Soldier of Fortune : SoFII Mapping Hi ! I have a brush on which I put a texture (mostly alpha) and I'd like to walk through it. Do you think this is possible ? How ? Thanks ... [more] |
5 | 2042 | Jan 16, 2008 09:30 am by molosev ![]() |
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custom soundtrack Soldier of Fortune : SoFII Mapping http://www.modsonline.com/Tutorials-read-87.html... [more] |
3 | 1410 | Jan 14, 2008 08:05 am by molosev ![]() |
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custom soundtrack Soldier of Fortune : SoFII Mapping Hi guys ! I wonder how to add my own soundtrack to a custom map in SOF2. I searched a lot through modsonline but I didn't found an answer. Any ideas ? Thanks... [more] |
3 | 1410 | Jan 13, 2008 04:58 pm by molosev ![]() |
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clear brite sun Soldier of Fortune : SoFII Mapping Think I will try ! edited on Sep. 5, 2005 05:27 pm by molosev... [more] |
10 | 1831 | Sep 5, 2005 10:23 pm by molosev ![]() |
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clear brite sun Soldier of Fortune : SoFII Mapping I have a question I know that I can modify the textures files and test the map without compilng it again I wonder if I can do it the same way with shaders, like for a sky shader ! What do you think ? ... [more] |
10 | 1831 | Sep 5, 2005 10:22 pm by molosev ![]() |
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clear brite sun Soldier of Fortune : SoFII Mapping http://www.modsonline.com/Tutorials-read-176.html... [more] |
10 | 1831 | Sep 4, 2005 10:48 pm by molosev ![]() |
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clear brite sun Soldier of Fortune : SoFII Mapping Hi What does all light means ? One thing is sure, I'm not after full bright ! I already tryed ambient but it didn't worked, or I wasn't able to see a difference ! What are the possible values for ambient ? (max-min) What is _minilight about ? T... [more] |
10 | 1831 | Sep 4, 2005 10:28 pm by molosev ![]() |
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clear brite sun Soldier of Fortune : SoFII Mapping Ok, I changed the map file so that there is no texture to replace, just have to use your lighting science ... [more] |
10 | 1831 | Sep 4, 2005 06:19 pm by molosev ![]() |
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clear brite sun Soldier of Fortune : SoFII Mapping Sorry I made an other mistake, I used custom glass too! So you'd better replace it by an original one before compiling ! I would be glad to be offered 100$ and a donut too!... [more] |
10 | 1831 | Sep 4, 2005 04:00 pm by molosev ![]() |
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clear brite sun Soldier of Fortune : SoFII Mapping Hi guys, I have some problem lighting my map. It's an outdoor map with buildings and a wide open area. The problem is that I have a too much contrast difference between lighted sides and shadowed ones! Furthermore I'm looking to have a constant smooth... [more] |
10 | 1831 | Sep 4, 2005 03:50 pm by molosev ![]() |
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texture recognition problem during -light process Soldier of Fortune : SoFII Mapping Thank you pleaseMYOB ! The compilation process is now quite more interresting I thought that q3map2toolz was a shareware, because I have only found websites in which I had to pay for it ! Thank you again for your link hope to you soon... [more] |
4 | 1129 | Aug 30, 2005 02:06 pm by molosev ![]() |
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texture recognition problem during -light process Soldier of Fortune : SoFII Mapping Hi guys, I don't know why sof2map try to work on .tga files if all the textures that I use are .jpg or .png (original or custom sof2 textures) Do you have an ID ? Thank you Here's the junk file: SoF2Map v1.0c (c) 2000 Raven Software Inc. -... [more] |
4 | 1129 | Aug 29, 2005 11:40 am by molosev ![]() |
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Creating custom brushs Soldier of Fortune : SoFII Mapping hello, here is the picture of the brush I'd like to create: It is actually made of 3 brushs, but since I need to paste it 80 times, it's going to become very heavy on ressources Is it possible to build it with only one brush ? THX... [more] |
3 | 1675 | Aug 14, 2005 06:44 pm by molosev ![]() |
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How to increase vision range ( _farplanedist / _distancecull ) Soldier of Fortune : SoFII Mapping Hi there, I work on a map with skyscrapers and I need to see the ground from the top of the buildings (A sniper standing at the top must be able to shoot a player on the ground), thus I can't use FOG. The building is more than 10'000 units high and ... [more] |
1 | 1125 | Aug 11, 2005 10:11 pm by molosev ![]() |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping eheh how should I say.... Thank you ! The right parameter was -chopsize Now my visdatasize has dropped down from 160'000 to 80'000 which is a good thing. But as a good thing never comes alone, my FPS has dropped down too. I'll have to work hard o... [more] |
15 | 2724 | Aug 11, 2005 09:28 pm by molosev ![]() |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping hello again, I looked at all these links carefully, and have not been able to find informations about the -blocksize parameter. Anyway I tried these command line with the -blocksize separetly in the bsp and vis stqges C:\PROGRA~1\SOLDIE~1\Radiant... [more] |
15 | 2724 | Aug 11, 2005 05:55 pm by molosev ![]() |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping eheh ! there is a little problem The grid size has changed in GtkRadiant, but when I compile the map and load the portal file, it shows as much splits as before... Maybe I have to specify it in the .bat file too, as Daffy suggested me ! any idea... [more] |
15 | 2724 | Aug 10, 2005 07:31 pm by molosev ![]() |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping Thank you J4FswampyGXX32AZERTY ! You gave me THE clue, I was typing blocksize instead of _blocksize as the key ! I recapitulate: If you want to change the default BSP split (1024) of any games based on the Q3 engine (assuming you're mapping with GT... [more] |
15 | 2724 | Aug 10, 2005 05:31 pm by molosev ![]() |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping Damn me, I taught it was a general GtkRadiant property that fits on every game maps (based on the Q3 engine) I have really large and empty rooms and this split adds useless partitions! I'll try to build a testmap for RTCW, just to be sure Meanwhi... [more] |
15 | 2724 | Aug 10, 2005 10:08 am by molosev ![]() |
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how to read the junk.txt Soldier of Fortune : SoFII Mapping Hi, I'm now intersted in the VIS process but there is a few informations down there that I don't understand. Can somebody comment these lines for me, please ? ---- vis ---- 1 threads reading C:/_games/SOF2/Main/maps/aaw.bsp reading C:/_games/SOF2/... [more] |
1 | 906 | Aug 10, 2005 07:38 am by molosev ![]() |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping I think you are right I entered the key and value but the grid has not changed, it always shows a 1024 split grid Thank you anyway... [more] |
15 | 2724 | Aug 9, 2005 09:32 pm by molosev ![]() |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping Hello, What I know from http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml : "There is a default BSP split for maps. By default, there is a split through your entire map every 1024 units. You can see this split in the editor ... [more] |
15 | 2724 | Aug 9, 2005 08:59 pm by molosev ![]() |
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custom bsp command to keep .prt file Soldier of Fortune : SoFII Mapping Great I can know compile my maps as a real man Thank you VM for your help ... [more] |
4 | 1651 | Jul 28, 2005 06:02 pm by molosev ![]() |
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custom bsp command to keep .prt file Soldier of Fortune : SoFII Mapping Hi, What I know: The .prt file contains the portal information which you'd use in conjunction with the portal viewer plugin. Unless you add a compile option to your projects file with the -saveprt switch, the .prt file is automatically deleted. [Anwul... [more] |
4 | 1651 | Jul 25, 2005 06:57 pm by molosev ![]() |
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trigger_elevator Soldier of Fortune : SoFII Mapping All right! It runs up and down! Now, do you think it's possible to make it works like a real elevator (without using scripts)! I mean first you call it, then enter it and finally arrive directly to the floor you have chosen (without having to stop at an... [more] |
8 | 1076 | Sep 24, 2004 10:31 pm by molosev ![]() |
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