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Latest Posts by slyk
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Barbarossa II - Smolensk FINAL Released
Call of Duty : CoD+UO Map + Mod Releases
No idea what is wrong with the links, they are copy/paste from every other site and version....and my edit time is up.. SO, visit these: SMOLENSK DL PAGE CNQ Server-side files, version 3.0 is needed Barbarossa MAP and VEHICLE file.... you MUST ha... [more]
5 1658 Feb 14, 2006 01:12 am
by slyk
Barbarossa II - Smolensk FINAL Released
Call of Duty : CoD+UO Map + Mod Releases
February 12, 2006 Map by: Mark "Slyk" Dittman Scripting: Innocent Bystander Models and Skins: Lex and Postman 778 After-Hourz.com Development Team presents: "Barbarossa II-Smolensk -Final". The Blitzkrieg continues! Guderian's Panzer... [more]
5 1658 Feb 13, 2006 03:31 pm
by slyk
moving clouds for MP ?
Call of Duty : CoDUO Mapping
Yes, you can make moving clouds. You need a custom shader file. Not sure what your skybox problem is. Make all sides of each skybox brush your sky texture named in the custom shader file. My map 'Barbarossa' and beta versions of 'Smolensk' use this ... [more]
5 1746 Feb 9, 2006 02:34 pm
by slyk
The CSG Tool
Call of Duty : CoDUO Mapping
The 'Hollow' tool is perfect for making your skybox or rough-outs for houses etc. Far faster than any other method. Regardless of how careful you are with CSG, it will eat you alive eventually.... [more]
31 1790 Feb 9, 2006 02:29 am
by slyk
Road Question
Call of Duty : CoDUO Mapping
Make the curb and sidewalk mesh with the same number of rows or colums in the road. Then use Ctrl+K to link them together. If your road mesh has 6 verts on it's edge, then you could use a 6x2 mesh for the curb side, linking the 6 to the 6 on the road ed... [more]
4 900 Feb 9, 2006 02:25 am
by slyk
The CSG Tool
Call of Duty : CoDUO Mapping
I never use the CSG, did so way back in early Mohaa days and lost a map several times. It's not worth the risk. I seldom use the clipper tool to do anything more than create angles for roof lines most often for shaping clip brushwork around foliage and ... [more]
31 1790 Feb 8, 2006 08:11 pm
by slyk
Hiding Terrain Meshes To Build
Call of Duty : CoDUO Mapping
Alt + 3 works very efficiently for this........ [more]
8 1787 Feb 8, 2006 08:04 pm
by slyk
Road Question
Call of Duty : CoDUO Mapping
It is better to make these out of mesh work. The road, curbs, and sidewalks can all be mesh. Much more efficient for this type of work than brush parts, of course, that also depends on what you are doing structurally, but if it is bending/winding, I wou... [more]
4 900 Feb 8, 2006 08:02 pm
by slyk
[RELEASE] Barbarossa II - Smolensk Beta2
Call of Duty : CoD+UO Map + Mod Releases
About as close to Moscow as the Germans got............. [more]
6 1200 Feb 7, 2006 06:20 pm
by slyk
[RELEASE] Barbarossa II - Smolensk Beta2
Call of Duty : CoD+UO Map + Mod Releases
LOTS more cover. Adjusted vehicle locations/types for some gametypes. Lots of new buildings/structures/custom models. Better game play. Minor tweaks.... [more]
6 1200 Feb 6, 2006 01:55 pm
by slyk
[RELEASE] Barbarossa II - Smolensk Beta2
Call of Duty : CoD+UO Map + Mod Releases
February 4, 2006 Map by: Mark "Slyk" Dittman Scripting: Innocent Bystander Models and Skins: Lex and Postman 778 After-Hourz.com Development Team presents: "Barbarossa II-Smolensk - Beta 2". ========== To download 'Smolensk', visit... [more]
6 1200 Feb 5, 2006 04:08 pm
by slyk
The CSG Tool
Call of Duty : CoDUO Mapping
Best advice: DO NOT USE IT.... [more]
31 1790 Jan 28, 2006 09:28 pm
by slyk
Error Message
Call of Duty : CoDUO Mapping
Generally this means an xmodel that is IN the map file is no longer IN the UO directory/sub-directories. Sometimes you can click 'ignore' and the map will continue to load. Click 'ignore' enough and you may open the map. Then you need to locate the ent... [more]
9 1513 Jan 27, 2006 08:56 pm
by slyk
Barbarossa II - Smolensk Beta 1 Released
Call of Duty : CoD+UO Map + Mod Releases
KilLjoY writes...Quote:can't wait to play it man i loved BArbarrosa so this should be even better is there a server that has this map in it's rotation ?? uo1.after-hourz.com Rotates CNQ, CTF and BAS uo3.after-hourz.com 24/7 BAS... [more]
5 1071 Jan 26, 2006 01:39 pm
by slyk
Barbarossa II - Smolensk Beta 1 Released
Call of Duty : CoD+UO Map + Mod Releases
January 25, 2006 Map by: Mark "Slyk" Dittman Scripting: Innocent Bystander Models and Skins: Lex and Postman 778 After-Hourz.com Development Team presents: "Barbarossa II-Smolensk". The Blitzkrieg continues! Guderian's Panzer and Inf... [more]
5 1071 Jan 26, 2006 02:51 am
by slyk
MoHAA, CSG, and some crazy stuff
Call of Duty : CoDUO Mapping
CSG is evil. End of discussion. Really really avoid it. It saves a little time but can waste exponentially more fixing the crap it can and will create.... [more]
3 1360 Jan 24, 2006 07:26 pm
by slyk
How Many Vertices to a Patch?
Call of Duty : CoDUO Mapping
Just posting to post... ;) Railings, flags, everything small cylinders that could be a 2x2 or 4x4 detail brush. It may look awesome but when you start to sacrifice performance and compiling capabilities, something has to go. It does look awesome bu... [more]
22 1731 Jan 24, 2006 12:26 pm
by slyk
Base Assault troubles
Call of Duty : CoDUO Mapping
You MUST have another bug in there. I did a copy/paste and had them loose the gmi_base value, but I simply put it back and was fine. When all else fails, delete every portion of the base, clips, ents, etc and try again. Just go slow and make yourself e... [more]
30 1186 Jan 23, 2006 08:58 pm
by slyk
Bases NOT Solid
Call of Duty : CoDUO Mapping
Congrats!!! Now. Don't go nuts on the spawners. You do not need 32 per team. NO way 32 guys are ever going to spawn at exactly the same time. BAS has enough game_state issues, so cut yourself some slack and figure about 16 per team. Just spread th... [more]
35 1219 Jan 23, 2006 08:55 pm
by slyk
How Many Vertices to a Patch?
Call of Duty : CoDUO Mapping
How dense are you making everything??? On large maps, terrain mesh much over 5x5 or 7x7 is pushing it. It is best to do larger, less dense terrain in general and then do spot work of higher density. Can you remove some rows/columns from some pieces wit... [more]
22 1731 Jan 23, 2006 08:49 pm
by slyk
Bases NOT Solid
Call of Duty : CoDUO Mapping
Bergy, try these steps: 1. If you want the FOY bases, you should no troubles. Open Foy in the editor. Make sure all the filters are checked, except for Portals and Curves (makes it less messy). Create a brush around a base so that you can do a "sel... [more]
35 1219 Jan 22, 2006 02:28 pm
by slyk
Base Assault troubles
Call of Duty : CoDUO Mapping
If you prepend is "The IMID", that might be an issue with the "space" in there. Shorter is always better and spaces are evil. Try editing that to just "IMID". I had a lot of trouble early on with bases, but finally figured it out. The prefabs I gave... [more]
30 1186 Jan 22, 2006 02:21 pm
by slyk
Base Assault troubles
Call of Duty : CoDUO Mapping
There must be a key/vaule error in the German base. Carefully check each item...it's most likely one of the values on the base itself. I suspect the program is saving your .gmm file to the UOTools directory /maps/mp. I allow mine to save to there, bu... [more]
30 1186 Jan 21, 2006 06:21 am
by slyk
Base Assault troubles
Call of Duty : CoDUO Mapping
Do you have BOTH the mp_gmi_bas_axis_spawn and the mp_gmi_bas_axis_spawn_secondary??? If all else fails, download these prefabs: http://www.after-hourz.com/misc/slyk/models/barbrussianbase1.pfb http://www.after-hourz.com/misc/slyk/models/barbgerm... [more]
30 1186 Jan 20, 2006 09:00 pm
by slyk
Portal my map
Call of Duty : CoDUO Mapping
Looking at the image you posted, there is virtually nothing you can do to portal the outdoor areas of this map. You can portal the buildings, but that won't do much overall. I suggest you use the devmap command in console to load up some stock maps or... [more]
7 1066 Jan 20, 2006 05:41 am
by slyk
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