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Transparent textures sorting problem Call of Duty 2 : CoD2 MP Mapping The ones that are shining though : Sort = Multiplicative BlendFunc = Replace The ones that are being shone through : Sort = Multiplicative BlendFunc = Blend They have an alpha channel that takes care of the roof contour of those facades (not visib... [more] |
3 | 977 | May 23, 2006 11:54 pm by Hightree ![]() |
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Transparent textures sorting problem Call of Duty 2 : CoD2 MP Mapping I've made some custom transparent textures. The transparency works fine, but some other textures are shining through :( See here : http://www.tsh-zone.nl/rickosspace/FultoniaFultonstraat.jpg Anybody know how to fix this ? TIA, Hightree... [more] |
3 | 977 | May 22, 2006 09:00 pm by Hightree ![]() |
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Having trouble scripting a moving door Call of Duty 2 : CoD2 MP Mapping No prob, I'm using the same method as you are with the script_brushmodel and all. I'm just curious why mine reacts different then yours. For the moment I'll just use use_trigger_touch.... [more] |
11 | 1853 | May 1, 2006 08:45 pm by Hightree ![]() |
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Having trouble scripting a moving door Call of Duty 2 : CoD2 MP Mapping Bodger2, can you tell me how you got trigger_use to work ? trigger_use_touching is working, but I have some doors that open in the direction of the player. When they have to touch it to open it, they have to jump right back or be swept away by the door.... [more] |
11 | 1853 | Apr 29, 2006 09:09 pm by Hightree ![]() |
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Having trouble scripting a moving door Call of Duty 2 : CoD2 MP Mapping Thanks caretaker, that was the ticket @notelvis The starting viewpoint in radiant is not aiming at the scene, maybe that's why the .map file didn't work out... Or maybe the download went a little screwy, try save as and make sure it doesn't set the ... [more] |
11 | 1853 | Apr 29, 2006 02:34 pm by Hightree ![]() |
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Trying to get a door to rotate Call of Duty 2 : CoD2 Scripting Just saw your thread after posting a simmilar thread in the level design department. However, my brush does rotate when hard-coded. I included an iwd and a map file so you can check those out. The triggering however does not work in my file, that's w... [more] |
9 | 1719 | Apr 27, 2006 11:24 pm by Hightree ![]() |
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Having trouble scripting a moving door Call of Duty 2 : CoD2 MP Mapping I used the Moving Things tut (see last paragraph) for scripting my doors in coduo. Now I tried the same approach with cod2 and things are not working out... Moving and rotating things work when hard-coded. But when its to be triggered, it doesn't work.... [more] |
11 | 1853 | Apr 27, 2006 10:32 pm by Hightree ![]() |
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custom texures Call of Duty 2 : CoD2 MP Mapping The easiest way I found to get my textures to show in radiant is to exit and restart radiant.... [more] |
60 | 2189 | Apr 26, 2006 09:08 am by Hightree ![]() |
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custom texures Call of Duty 2 : CoD2 MP Mapping Same here, got an .iwi file in main\images and a file without extension in main\materials... Searched high and low, but couldn't find the texture in radiant. Does the .gdt file have to go somewhere special perhaps ? Where can I find cod2's own .gdt f... [more] |
60 | 2189 | Apr 23, 2006 12:05 pm by Hightree ![]() |
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Layers Call of Duty 2 : CoD2 MP Mapping @Caretaker Thanks for clarifying why there's no layers in this radiant Indeed we'll make do with what we've got. We gained a new way of working with prefabs, that'll ease the pain somewhat.... [more] |
8 | 1227 | Apr 23, 2006 10:04 am by Hightree ![]() |
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Custom Textures? Call of Duty 2 : CoD2 MP Mapping Here somebody posted another method that uses the asset manager, sounds a lot easier to me.... [more] |
5 | 1735 | Apr 22, 2006 09:05 pm by Hightree ![]() |
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Layers Call of Duty 2 : CoD2 MP Mapping Same here... I'm lost without layers ... [more] |
8 | 1227 | Apr 22, 2006 12:29 pm by Hightree ![]() |
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Custom Textures? Call of Duty 2 : CoD2 MP Mapping Ok, I've got my hex editor handy... what to do with it now ? I could edit some random bytes, but the chance of ending up with something functional seem rather remote ;) Does anyone have more info on this topic ? TIA, Hightree... [more] |
5 | 1735 | Apr 22, 2006 11:56 am by Hightree ![]() |
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COD2 Weapon Mods Tutorial Call of Duty 2 : CoD2 MP Mapping Thanks very much for the tut ! It will definately come in handy. Is there any such tutorial around for weapon skinning in cod2 ? @robbie204 More powerful tools are always welcome TIA, Hightree... [more] |
12 | 5784 | Jan 22, 2006 03:00 pm by Hightree ![]() |
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Editor is on its way Call of Duty 2 : CoD2 MP Mapping Just read on IWNation that an IW employee said that their target date for releasing the editor is end of january. Read the post here : http://www.iwnation.com/Forums/index.php?showtopic=19133... [more] |
12 | 2598 | Jan 19, 2006 10:56 pm by Hightree ![]() |
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"Spawning" a trigger hurt Call of Duty : CoD Mapping Hi there, I'm trying to move my hurt trigger for my vertical sliding door. But when I try to implement the method described above, cod complains that the thing I'm moving is not a script_brushmodel, script_model or script_origin. My hurt brush is of cl... [more] |
3 | 1776 | Aug 7, 2005 11:38 am by Hightree ![]() |
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Problems using clear glass suplement Call of Duty : CoDUO Mapping Hi there, I'm trying to use the clear glass suplement downloaded from this site (http://www.modsonline.com/Downloads-full-1485.html) The shader is in cod/main/script and the texture is in main/textures/j4f_glass1. But when I build my map, I get : Qu... [more] |
1 | 1102 | May 29, 2005 06:41 pm by Hightree ![]() |
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Multiple rotations on one object Call of Duty : CoDUO Mapping Anybody ?... [more] |
8 | 1499 | Mar 16, 2005 03:46 pm by Hightree ![]() |
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Multiple rotations on one object Call of Duty : CoDUO Mapping I'm working around it by creating my own rotation code with sin() and cos(). But now I'm getting choppy motion... Code: x1=0; y1=0; r1=100; s1=2; while (1) { t=0; while (t<360) { seagull = getent ("seagull", "targetname&... [more] |
8 | 1499 | Mar 12, 2005 03:34 pm by Hightree ![]() |
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Multiple rotations on one object Call of Duty : CoDUO Mapping That's not what I mean, I want to create a chaotic path for the seagull, not a simple circle... If you add 3 rotations around different axis, with different origins and different radius, you get a nice 'unpredictable' movement.... [more] |
8 | 1499 | Mar 12, 2005 01:23 am by Hightree ![]() |
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Multiple rotations on one object Call of Duty : CoDUO Mapping Is it even possible to rotate a scrip model around something else than the modeled origin ? I tried giving one an origin key but it didn't work.... [more] |
8 | 1499 | Mar 11, 2005 11:23 pm by Hightree ![]() |
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Multiple rotations on one object Call of Duty : CoDUO Mapping Hi there, I want to make a bunch of seagulls fly around my map. The easiest way to do this normally is to make a hierarchy of say, 4 deep, with the seagull at the bottom. Then rotate the first parent around the x axis, the the second around the y axis ... [more] |
8 | 1499 | Mar 11, 2005 10:53 pm by Hightree ![]() |
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Get Playername? Call of Duty : CoDUO Mapping Great ... [more] |
11 | 1501 | Feb 27, 2005 10:58 pm by Hightree ![]() |
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Random numbers in scripts Call of Duty : CoDUO Mapping I want to have a random delay for some of my scripted events in my map. According to the quakec script reference document, random() should be supported. But I get a unknown (builtin) function 'random' error. Does anybody know what's up with that ?... [more] |
3 | 1767 | Feb 27, 2005 08:49 pm by Hightree ![]() |
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Get Playername? Call of Duty : CoDUO Mapping Is this SP-only or can we use these for MP too ?... [more] |
11 | 1501 | Feb 27, 2005 08:28 pm by Hightree ![]() |
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