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Compile Reflections error Call of Duty 4 : CoD4 MP Mapping By adding // before any line cancels out that command. or turns it into a "comment" so to say, so that won't work if I want to get my fx to work. Shift and tilde key gets me to the console, thanks. Ok lets start over then... the tut on this site abo... [more] |
8 | 966 | Sep 6, 2008 05:21 am by Cuda77 ![]() |
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Compile Reflections error Call of Duty 4 : CoD4 MP Mapping How did you learn about this one... good start for me. I took out a prefab building that had a mp_detructable entity in it. now reflections error reads a bit different. No destructables in my map now. "Script runtime error" (see console for details... [more] |
8 | 966 | Sep 4, 2008 03:26 am by Cuda77 ![]() |
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Compile Reflections error Call of Duty 4 : CoD4 MP Mapping I have searched the forums but have not seen an answer that fits..... My map is reaching completion, it compiles all the way and runs fine. (map name = mp_room8) Now I want to add the .gsc files (_fx.gsc and .gsc) The files I have made reside in my raw... [more] |
8 | 966 | Sep 3, 2008 03:38 am by Cuda77 ![]() |
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two buttons = 1 target Soldier of Fortune : SoFII Mapping That tutorial works for my application & much more. Thank you skOre! The "AND" gate setup is for my aplication (just replace the shooter_plasma with a target_laser ! Awesome awesome awesome :) I highly recommend downloading the .zip file in the above link... [more] |
6 | 1516 | Jun 24, 2005 02:29 pm by Cuda77 ![]() |
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two buttons = 1 target Soldier of Fortune : SoFII Mapping exellent link bro :) very helpful. Still a little confused on the examples on exactly how the doors can reveal an activation...(and gate) on the right track here.... [more] |
6 | 1516 | Jun 23, 2005 02:23 am by Cuda77 ![]() |
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two buttons = 1 target Soldier of Fortune : SoFII Mapping That is a good idea, but I want two players, one at each end of a room to activate the sound. The sound should'nt play until they both have activated their individual buttons. Got the sounds working with one button, but two separate buttons?....... [more] |
6 | 1516 | Jun 21, 2005 12:32 am by Cuda77 ![]() |
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two buttons = 1 target Soldier of Fortune : SoFII Mapping I want to activate a sound (in multiplayer) only after two buttons have been pressed, not just the same one twice. Got me stumped.... a target_counter would work with some timers but can't get it to work in multiplayer. any takers here? edited on Jun... [more] |
6 | 1516 | Jun 20, 2005 08:59 am by Cuda77 ![]() |
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Camera portals in sof2 MP Soldier of Fortune : SoFII Mapping Here is a short tutorial for the camera portals in my map tainted_angel. It is made up of three entities and a surface texture. --- Make your brush you would like to use for your portal. can be square / circle / rectangle / etc... I put a ... [more] |
6 | 1245 | Apr 10, 2005 10:12 am by Cuda77 ![]() |
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Map release Soldier of Fortune : SoFI+II Map + Mod Releases Sure thing Scalper..have at it, the map has been released. Thanks for the comments....enjoy :)... [more] |
3 | 2264 | Mar 15, 2005 02:10 pm by Cuda77 ![]() |
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Map release Soldier of Fortune : SoFI+II Map + Mod Releases Hey thanks to all for thie help with all my questions...the map turned out great!... I got the Sof2 camera portals to work...teleporters....water slide....secret rooms.... here is a link for the download.....thanks again.... http://www.taintedangelclan... [more] |
3 | 2264 | Mar 14, 2005 08:34 am by Cuda77 ![]() |
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Camera portals in sof2 MP Soldier of Fortune : SoFII Mapping A camera portal... you walk up to a picture or some brush & through it you see a live view of some other part of the map...like a surveylance tv camera. ... [more] |
6 | 1245 | Mar 10, 2005 01:34 am by Cuda77 ![]() |
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Camera portals in sof2 MP Soldier of Fortune : SoFII Mapping hmmmm, no takers here. Ok, has anyone seen this in any MP maps?... [more] |
6 | 1245 | Mar 9, 2005 02:07 pm by Cuda77 ![]() |
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Camera portals in sof2 MP Soldier of Fortune : SoFII Mapping Camera portals in multiplayer...have you seem this before? if so....how?... [more] |
6 | 1245 | Mar 6, 2005 08:35 am by Cuda77 ![]() |
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Water qusetion Soldier of Fortune : SoFII Mapping I have a room with standing water in it. I want to hit a button & have the water empty in the room. This is quite easy to do, but one problem...when the func_door (brush with water texture on the top & water_no_draw sides & bottom) drops down out of the r... [more] |
3 | 1312 | Feb 10, 2005 02:58 pm by Cuda77 ![]() |
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light Soldier of Fortune : SoFII Mapping Can I use the caulk texture on the surface area of a structural brush, even if it is covered by a detail brush. In other words...with detail & entities filtered out, some of the perimiter brushes (structural, which are used to "seal" the map) are textured... [more] |
16 | 1832 | Feb 6, 2005 05:32 am by Cuda77 ![]() |
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light Soldier of Fortune : SoFII Mapping With pointfile loaded, there are no leaks. With detail brushes and entities filtered out, the map is structurally sound..no holes. I know about plowing through details & enties...structual brushes create all the boundaries for portals & nodes (apart from ... [more] |
16 | 1832 | Feb 5, 2005 11:12 pm by Cuda77 ![]() |
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light Soldier of Fortune : SoFII Mapping As above, I use dev from q3maptoolz... I thought that was the only way to do it...you make reference to SOF2MPDEV.EXE where the hell is that? (probably a dumb question) As far as overdraw goes, I believe you are right....I use caulk everywhere, exept... [more] |
16 | 1832 | Feb 5, 2005 10:32 am by Cuda77 ![]() |
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light Soldier of Fortune : SoFII Mapping I go through q3maptoolz & start the map in "dev mode" and then use developer 1...still no go...after r_showtris 1 I have seen similar posts to this problem...... [more] |
16 | 1832 | Feb 4, 2005 11:50 pm by Cuda77 ![]() |
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light Soldier of Fortune : SoFII Mapping Thanks for the info. I have taken out a couple of torches in my map & the FPS's have climbed about 10-15 ... I knew the torches would reduce fps's but sometimes I try & have the best of both worlds...I took all the outside entity lights out & just used th... [more] |
16 | 1832 | Feb 4, 2005 04:00 pm by Cuda77 ![]() |
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light Soldier of Fortune : SoFII Mapping I heard from someone that to many lights (or light entites) can hurt FPS's...any truth to that ? And can someone point meto a link (or tell me) how to drop my outside light entites and use the sky to light my map? I have many maps under my belt but som... [more] |
16 | 1832 | Feb 1, 2005 03:02 pm by Cuda77 ![]() |
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FPS Soldier of Fortune : SoFII Mapping hmmmm... 50 isn't low...I get 125 on every stock map...almost everywhere... I will try it bro :) thanks (very good idea)... [more] |
4 | 1596 | Jan 29, 2005 02:07 pm by Cuda77 ![]() |
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FPS Soldier of Fortune : SoFII Mapping I have good framerate in my map, but in a few places it seems to be pretty low, which is expected in the wide open areas. However in a few spots standing in front of a wall with nothing to look at my FPS's are very low...50 or so. How can this be when the... [more] |
4 | 1596 | Jan 29, 2005 08:54 am by Cuda77 ![]() |
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shaders Soldier of Fortune : SoFII Mapping I made a single shader file, as you stated. and put the name in the shaders list. The shader file resides in the shaders folder along with the list. When I compile I get the same message, only with a different file not found. (my new file) lol I seem to ... [more] |
8 | 1896 | Jan 29, 2005 08:38 am by Cuda77 ![]() |
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shaders Soldier of Fortune : SoFII Mapping I have custom shaders & custom textures in my map. All of these work fine. In the compile log of my map it says "Script file shaders / (a list of my shaders here or textures) was not found" does any one know what this means? I have the names of my shader... [more] |
8 | 1896 | Jan 28, 2005 03:26 pm by Cuda77 ![]() |
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portals Soldier of Fortune : SoFII Mapping There is no leak in my map, so that is good. Thanks Bro :)... [more] |
3 | 1219 | Jan 26, 2005 12:01 am by Cuda77 ![]() |
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