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glowing trees Call of Duty : CoD Mapping have you checked your worldspawn settings? could be an error there, so they model lighting is incorrect. It could also be that your compile script is not right, but first check your worldspawn... [more] |
13 | 987 | Jun 4, 2005 01:39 pm by KING_K ![]() |
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More Pics of my map so far Call of Duty : CoD+UO General looks nice! what kind off map is it going to be? what setting?... [more] |
6 | 1242 | Apr 22, 2005 10:37 am by KING_K ![]() |
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[Preview] mp_uo_marolles Call of Duty : CoD+UO Map + Mod Releases i agree with kweniston... you should release this map to the public too, or is that in violation with some rule of the GFM team?... [more] |
31 | 2569 | Apr 22, 2005 10:36 am by KING_K ![]() |
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[Preview] mp_uo_marolles Call of Duty : CoD+UO Map + Mod Releases it is awsome! a really nice atmosphere and great architecture!! reminds of kharkov (i think that was the idea?). Keep it up, and release it soon! I WANT TO PLAY IT!!!... [more] |
31 | 2569 | Apr 21, 2005 06:47 am by KING_K ![]() |
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Collmaps trouble Call of Duty : CoDUO Mapping some models don't have coll models. for every model mentioned in the compile log as not having a coll model, you'd have to make one of your own. for metal objects use a metal clip and for wood a wood clip one (logical eh?). a lot of crates don't have a... [more] |
6 | 1108 | Mar 24, 2005 03:32 pm by KING_K ![]() |
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FOG !!! Call of Duty : CoDUO Mapping no co-ordinates. it are variables. the three decimal numbers are the color (red blue green). try the color editor in radiant (press 'K') to find your self a color and read the values. there are no coordinates involved, because the fog is calculated fro... [more] |
6 | 1005 | Mar 24, 2005 03:21 pm by KING_K ![]() |
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FOG !!! Call of Duty : CoDUO Mapping The command is: setCullFog (2000, 7000, .32, .36, .40, 0); where 2000 is when the fog starts (from the players position), 7000 where the fog 'ends' (where it is inpenetrable), the next decimal number are the color (you don;t really need to change th... [more] |
6 | 1005 | Mar 24, 2005 03:06 pm by KING_K ![]() |
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roof Call of Duty : CoD Mapping also, it's very important to work clean. a roof can often be incredible complicated (as i experienced when working on a curved church roof, i never seem to get the 3 point clipping the way i want it ) so don't make it too diffucult for your self, and ... [more] |
6 | 1215 | Mar 20, 2005 05:38 pm by KING_K ![]() |
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HQ-Must be an answer outthere! Call of Duty : CoD Mapping and hoppz, is it solved?... [more] |
15 | 1447 | Mar 20, 2005 05:33 pm by KING_K ![]() |
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Where are you all CoD:ers from?? Call of Duty : CoD+UO General Heerenveen, Friesland, coolest province in The Netherlands (-20,9 two weeks ago).... [more] |
56 | 2940 | Mar 19, 2005 11:50 am by KING_K ![]() |
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HQ-Must be an answer outthere! Call of Duty : CoD Mapping supersword writes...Quote:are you trying to play HQ on your own? You need 2 people... although you need 2 people to actually place the radio, you can still test if HQ will work (partially ofcourse), because if you start it even when you are alone, i... [more] |
15 | 1447 | Mar 18, 2005 06:39 pm by KING_K ![]() |
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HQ-Must be an answer outthere! Call of Duty : CoD Mapping I had the same, and i made it work by removing the radio models. dont remove the whole thing, only remove the model stuff. (model // german_radio or somthing) you can use a model to get it set up right, but remove the model line when you are done. you ... [more] |
15 | 1447 | Mar 18, 2005 05:35 pm by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases i wasn't thinking about extensive sewers or alike, just one or two connecting tunnels, short and clean. ... [more] |
30 | 2401 | Mar 16, 2005 07:57 am by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases with more cover, i mean coverd paths to the flag (and ofcourse also for other modes). Like placing a wall along the edge of the map, to create another path to the flag. If there are 10 paths to the flag, the enemy will be unable to cover all of em, which ... [more] |
30 | 2401 | Mar 15, 2005 09:31 pm by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases i have made the adjustments, added some new content (very little though), i still have to add domination. Then i will re-release it. count on this weekend, i''ll will add some more 'obstacles' in the map, i think it is a bit too open now.... [more] |
30 | 2401 | Mar 15, 2005 07:16 am by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases you don't want to know... and it is not finished. i am making some adjustments to the map now, but i still haven't played this map with more then 4 people, so it is hard to judge for myself. but i am certainly taking your advices.... [more] |
30 | 2401 | Mar 9, 2005 02:12 pm by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases i haven''t been able to playtest it with a large number of people, so i really can't tell... but you are saying not the whole map is being used. what part the least? the way around the warehouse, at the depot?... [more] |
30 | 2401 | Mar 8, 2005 09:24 pm by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases i was afraid of that, but i thought it would be just good, like in railyard with the bombspot B (i think, you know the one i mean). But it is too short? I'll change it then, thx for the feedback ... [more] |
30 | 2401 | Mar 8, 2005 07:18 pm by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases ai, i hate timezones! i am from the netherlands, and by the time it will be 8.00 pm there, it is already 2.00 am here! and i have school tomorrow! any chance you might play it before 8.00 pm?... [more] |
30 | 2401 | Mar 8, 2005 05:43 pm by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases nice, i'd like to play on your server tonight, cause i want to play the map with more then 4 players sometime :D what is your server? (and in what timezone are ya?)... [more] |
30 | 2401 | Mar 8, 2005 01:14 pm by KING_K ![]() |
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New map: mp_warehouse Call of Duty : CoD+UO Map + Mod Releases lo guys! i have publiced my map, mp_warehouse. you can see the screenies and download it at: mp_warehouse @ codfiles.com i hope you enjoy it as much as i enjoyed it creating it (with some dark times ofcourse... ) so check it out! KING_K... [more] |
30 | 2401 | Mar 8, 2005 12:32 pm by KING_K ![]() |
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Player names, where do i turn them on? Call of Duty : CoD+UO General Some server turned of the player names (or i did myself). I was wondering how i can turn them on again (i am talking about MP here). It is very irritating not to be able to see the name of the buddy in front of you. Regards, Andries... [more] |
3 | 1091 | Mar 4, 2005 06:55 pm by KING_K ![]() |
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HQ not working Call of Duty : CoDUO Mapping ye, it worked. haven't tested it through the network, so the radio will spawn, but it looks promissing (the question mark shows up, so thats a good sign). thx all (especially myself )... [more] |
4 | 992 | Mar 1, 2005 08:15 pm by KING_K ![]() |
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HQ not working Call of Duty : CoDUO Mapping yes i did, but it changes back to DM. i think i found the problem, i am compiling now to see it has worked. i had given the script_models also a model name (german_radio or something). i hope that was the problem. i will send my findings in a moment... [more] |
4 | 992 | Mar 1, 2005 08:04 pm by KING_K ![]() |
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HQ not working Call of Duty : CoDUO Mapping ok, i have made my map with 6 script_model radios, gave them the targetname / hqradio, but it will revert to DM as soon as i run the level in HQ mode. it get's me crazy not to be able to have HQ on my map... argh! P.S. also another question, ... [more] |
4 | 992 | Mar 1, 2005 07:43 pm by KING_K ![]() |
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