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by morgawr
Posts: 4 / 258 The Future of MODSonline
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Posts: 1 / 568 CoD: Battle Royale
CoD+UO Map + Mod Releases by morgawr
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CoD Mapping by lazygit
Posts: 1 / 3154 heli to attack ai
CoD4 SP Mapping by DrBiggzz
Posts: 11 / 1010 New Cod UO Rifle Mod.
CoD Mapping |
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Topic | Replies | Views | Last Post | |
How to Insert Models in CoD Radiant Call of Duty : CoD Mapping I only started in SoF2 ;)... [more] |
7 | 2929 | Nov 29, 2003 11:17 pm by brutus |
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How to Insert Models in CoD Radiant Call of Duty : CoD Mapping Most seem to be clipped, however I found a couple that are not. Still, its nicer to have the default as being clipped, vs Old School clip everything.... [more] |
7 | 2929 | Nov 29, 2003 09:15 pm by brutus |
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Load BSP Map directly Call of Duty : CoD Mapping If you want to see tris and such, change the properties to: "C:\Program Files\Call of Duty\CoDMP.exe" + devmap brutus_battle_map + set sv_pure 0 For tris, in console type: /toggle r_showtris type it again to clear tris for r_speeds: /toggle... [more] |
2 | 1928 | Nov 29, 2003 10:34 am by brutus |
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Load BSP Map directly Call of Duty : CoD Mapping First, move your .BSP from main/maps to main/maps/mp after compiling. Then create a shortcut to your game's .EXE file, and modify the properties to: "C:\Program Files\Call of Duty\CoDMP.exe" + map brutus_battle_map + set sv_pure 0 where brutus_ba... [more] |
2 | 1928 | Nov 29, 2003 10:07 am by brutus |
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How to Insert Models in CoD Radiant Call of Duty : CoD Mapping The tall_spruce seems to be clipped by default.. Wonder what others are.... [more] |
7 | 2929 | Nov 29, 2003 09:40 am by brutus |
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Small issue with opening Files Call of Duty : CoD Mapping Allright.. After almost ripping my hair out I have found the following bug (On my system its repeatable anyhow.. Someone else will have to verify on their rig) If I use the file -> open command no problems at all. If I use the File -> MRU list (... [more] |
1 | 1550 | Nov 29, 2003 08:51 am by brutus |
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Compiling From the Editor Call of Duty : CoD Mapping Got it figured out guys... The above is from a LEAKED Map. 80 The metail floor texture I randomly selected to build a quick test map in was not a solid brush. Changed it over and voila! All is good. (Never doubt the Foyleman's work) ... [more] |
56 | 9371 | Nov 29, 2003 07:44 am by brutus |
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Compiling From the Editor Call of Duty : CoD Mapping Okie Dokie.. my system always seems to be the wildcard in getting this setup the first time... I tried the above and this is what happens: Quote: ================== Running bsp command... ..\..\tools\bin\q3map ../../main/maps/fooling.map >>C:\... [more] |
56 | 9371 | Nov 29, 2003 07:28 am by brutus |
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Lets get this party started Call of Duty : CoD Mapping yeah I was kind of tired this morning.. I worked this last 3 months all night shifts.. I get a bit of a repreive and am on normal shifts until the new year. I want to get this new editor under my belt post-haste so that come the new year I can spend the ... [more] |
14 | 2192 | Nov 29, 2003 06:52 am by brutus |
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Lets get this party started Call of Duty : CoD Mapping Hey Hey all.. I'm back in the salad again and looking forward to some COD mapping.. Where are y'all grabbing the tools from?... [more] |
14 | 2192 | Nov 28, 2003 07:25 pm by brutus |
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target_speaker control Soldier of Fortune : SoFII Mapping From SDk: Quote: "noise" wav file to play "soundSet" soundset name to use (do not combine with 'noise', ignores all other flags) A global sound will play full volume throughout the level. Activator sounds will play on the player that activated the t... [more] |
8 | 5498 | Nov 10, 2003 05:02 pm by brutus |
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problems seeing map Soldier of Fortune : SoFII Mapping Send me your .PK3 and I'll have a look if you want.... [more] |
12 | 1689 | Nov 10, 2003 07:58 am by brutus |
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seeing through walls and shootin ? Soldier of Fortune : SoFII Mapping in that case.. Create the wall with block_player... Texture the faces that you do not want the other players to see through with a wall texture. Should do it.... [more] |
6 | 1974 | Nov 6, 2003 07:07 pm by brutus |
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Player spawns Soldier of Fortune : SoFII Mapping Yeah it reads specifically in the documentation that TDM uses DM spawns. No ifs, ands, or buts.... [more] |
4 | 1847 | Nov 3, 2003 06:52 am by brutus |
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ladders Soldier of Fortune : SoFII Mapping without the angles key the ladder often throws players off when they try to climb up and they are slightly off center. Its a real PITA either way.... [more] |
7 | 1690 | Oct 27, 2003 06:43 pm by brutus |
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patch mesh for creating windows Soldier of Fortune : SoFII Mapping Sorry.. also shrink the brush down to 1 unit and no one will be the wiser. This is 1 unit BTW.. not one grid.... [more] |
7 | 1569 | Oct 22, 2003 04:22 am by brutus |
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patch mesh for creating windows Soldier of Fortune : SoFII Mapping This was brought up when I first started my Mapping adventure, and from what I have seen.. don't bother. The best that you can accomplish for all the effort required is to reduce the count down to 2 tris in-game. The same thing can be accomplished b... [more] |
7 | 1569 | Oct 22, 2003 04:20 am by brutus |
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Requested feature was omitted at compile time? Soldier of Fortune : SoFII Mapping Are your .JPG sizes a 'Power of 2'? ie. 64,128,256,512,1024 x 64,128,256,512,1024 Loading screens in particular MUST be 512x512... [more] |
19 | 2586 | Oct 22, 2003 04:16 am by brutus |
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Professional Lighting Soldier of Fortune : SoFII Mapping SPY writes...Quote:when i look at maps from another game engine JK2 uses the same game engine as SoF2 ;)... [more] |
27 | 4842 | Oct 21, 2003 03:43 pm by brutus |
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Requested feature was omitted at compile time? Soldier of Fortune : SoFII Mapping you have to change the .JPG file itself. When you save the .JPG there are two choices for encoding.. Standard or Progressive. Standard is the kind that on web pages you see it start drawing from the top downwards. Progressive (RARELY used anymore... [more] |
19 | 2586 | Oct 21, 2003 05:42 am by brutus |
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Texture / Shader Swap Soldier of Fortune : SoFII Mapping just a side thought.. there exists a number of prefabs for Quake3 and also for JK2.. I wonder how much work it would be to convert these over to work for SoF2?... [more] |
3 | 1544 | Oct 20, 2003 06:35 pm by brutus |
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Mappers Read This! Soldier of Fortune : SoFII Mapping I know the man-down mod added proper door functions, but I don't know if they coded the proper sound structures. Check out the man down mod and see what it has to offer.. I think it was narc who is really familiar with the mod.... [more] |
19 | 5454 | Oct 20, 2003 06:32 pm by brutus |
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Two more simple questions... Soldier of Fortune : SoFII Mapping @brutus? lol.. mistaken identity I think.... [more] |
8 | 2280 | Oct 20, 2003 06:30 pm by brutus |
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Alpha Textures Soldier of Fortune : SoFII Mapping Alpha textures in sof2 are in the .png format. The way the alpha layer works is by embedded inside the file information is a "Mask" which is a solid filled outline of any areas in your PNG you wish to have transparent. You combine this with a shader... [more] |
21 | 2223 | Oct 18, 2003 12:59 am by brutus |
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No-Drop????? Soldier of Fortune : SoFII Mapping the nodrop tool is for the areas that a player falls to their death.. the nodrop tells the game not to drop their weapons/nades at that point. If a player falls to their death, the case gets reset to its original location. AFAIK.. short of coding in... [more] |
8 | 2008 | Oct 15, 2003 06:37 pm by brutus |
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