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Mappers Read This! Soldier of Fortune : SoFII Mapping Sure, there are newbies that doesen't know it but they will learn :) Even if they do edit and distribute these files their first maps are seldom worth downloading so they won't cause too much damage ;) ... [more] |
19 | 5348 | Jul 10, 2002 07:02 am by Pasca ![]() |
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Mappers Read This! Soldier of Fortune : SoFII Mapping I agree with you that they could do that and I realy don't know why they doesen't. But as long as people make sure they doesen't edit and distribute any existing gamefiles and name their stuff correctly there shouldn't be any problems they way it works... [more] |
19 | 5348 | Jul 10, 2002 12:51 am by Pasca ![]() |
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Mappers Read This! Soldier of Fortune : SoFII Mapping Thats how the pk3 files are supposed to work. When raven releases patches and wants to update something they release a patch with the update and name it so it will be read after the earlier version and so override the old file. Otherwise they would have ... [more] |
19 | 5348 | Jul 10, 2002 12:01 am by Pasca ![]() |
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Textures For Models Soldier of Fortune : SoFII Mapping Can't help you with this but got to point out one thing. DO NOT edit the *.shader files that comes with the game, especially if you are going to distribute your stuff. If you put an edited shader file in a pk3 and give it to other people file the game wil... [more] |
3 | 1386 | Jul 4, 2002 03:42 pm by Pasca ![]() |
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Models are not solid ! Soldier of Fortune : SoFII Mapping Don't worry about it, it won't show up in the game.... [more] |
17 | 1340 | Jul 3, 2002 02:40 pm by Pasca ![]() |
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Game types Soldier of Fortune : SoFII Mapping *missing link* Check out the above thread for instructions.... [more] |
5 | 917 | Jul 3, 2002 06:55 am by Pasca ![]() |
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Stairs/Ramps Soldier of Fortune : SoFII Mapping You make stairs out of individual brushes, like this. Ramps can be made of a single brush wich you drag the edges on. The roof part in the above picture could be used as a ramp.... [more] |
6 | 1307 | Jul 3, 2002 05:31 am by Pasca ![]() |
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Models are not solid ! Soldier of Fortune : SoFII Mapping That is how the engine works. You must use clip brushes to make them solid. Model some brushes to rougly resemble the model, give them one of the clip textures and move them inside the model (don't worry about the brushes showing up outside the model, th... [more] |
17 | 1340 | Jul 2, 2002 01:06 pm by Pasca ![]() |
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lights Soldier of Fortune : SoFII Mapping Use the ambient light only as a complimentary to your regular lights to lighten up the deep shadows. And use it carefully, too much ambient light and your levels will look washed out.... [more] |
9 | 1231 | Jul 2, 2002 01:02 pm by Pasca ![]() |
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item_****** Soldier of Fortune : SoFII Mapping Select misc/misc_model and you will get a file browser. Browse the folders and search for a *.mdl file and select it to insert it in the map. Check the tutorial in the SoF2 mapping section onthe left for more info.... [more] |
8 | 1317 | Jul 2, 2002 12:52 pm by Pasca ![]() |
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item_****** Soldier of Fortune : SoFII Mapping Use the pickup menu to plant weapons, ammo and armour on your map.... [more] |
8 | 1317 | Jul 2, 2002 09:01 am by Pasca ![]() |
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New Textures Soldier of Fortune : SoFII Mapping The texture dimensions need to be dividible by 2. Use these dimensions to make sure they work correctly: 16, 32, 64, 128, 256, 512 and 1024 you can combine any of these as you want to (ie 256*512, 16*128, 256*256, you get the point)... ... [more] |
7 | 1088 | Jul 2, 2002 04:02 am by Pasca ![]() |
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Arched Doorway Soldier of Fortune : SoFII Mapping Here are steps to make textures look good on curves and caps. Select the curve, if it is capped you will notice that it is made of three different parts, two caps and the actual curve piece. Press TAB and see how the different parts are selected in tu... [more] |
16 | 1484 | Jul 1, 2002 04:20 am by Pasca ![]() |
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Arched Doorway Soldier of Fortune : SoFII Mapping Sounds like a complicated process... here is a tutorial that shows how to make a arched doorway (the tut is for Q3 but it works fine here too). http://planetquake.com/qworkshop3/tutorials/doorway/index.html ... [more] |
16 | 1484 | Jun 30, 2002 05:37 pm by Pasca ![]() |
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shader ? Soldier of Fortune : SoFII Mapping Here is a lava shader from Q3A. I haven't tested it if it works as it should but if you have Q3A you can check the shader files yourself. anyway, here is the shader, hope it helps. textures/liquids/lavahell { // Added to g3map_global texture on M... [more] |
4 | 1188 | Jun 30, 2002 09:30 am by Pasca ![]() |
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Compiling problems......... Soldier of Fortune : SoFII Mapping Here is what I have in the fullvis command line. D:spelSPELVE~1SoF2SDKbinsof2map -bsp -rename $ && D:spelSPELVE~1SoF2SDKbinsof2map -vis $ && D:spelSPELVE~1SoF2SDKbinsof2map -light $ ReverendTed, the junk.txt is s log file over the compile. It is s... [more] |
7 | 969 | Jun 25, 2002 04:12 am by Pasca ![]() |
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Compiling problems......... Soldier of Fortune : SoFII Mapping Do you get any leaks (holes out to the void)when you compile (a red line from one of the lights shows up and goes around in your map to the point where the leak is)? If I remember correctly the compile won't calculate lights if there is leaks. the jun... [more] |
7 | 969 | Jun 24, 2002 07:06 pm by Pasca ![]() |
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Moving (swaying?) grass Soldier of Fortune : SoFII Mapping Just use the col_grass texture on the ground. After your compile and load the map in the game and you will see that the game has automaticly generated the swaying grass. Anyway, here is the .map file if you want to take a look, it doesn't look like mu... [more] |
24 | 1306 | Jun 24, 2002 03:38 pm by Pasca ![]() |
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pk3 creation Soldier of Fortune : SoFII Mapping Here is the steps to make a pk3 file that should work. Create two new folders called maps and scripts in your root (C:, D: or whatever you prefer). Put your bsp file in the maps folder and the .arena file in the scripts folder. after that zip the two fo... [more] |
12 | 1604 | Jun 24, 2002 03:28 pm by Pasca ![]() |
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pk3 creation Soldier of Fortune : SoFII Mapping Have you created the correct folder paths inside the pk3 file? So your bsp is in a maps folder?... [more] |
12 | 1604 | Jun 24, 2002 01:32 pm by Pasca ![]() |
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Moving (swaying?) grass Soldier of Fortune : SoFII Mapping Is this what you are looking for?... [more] |
24 | 1306 | Jun 24, 2002 01:30 pm by Pasca ![]() |
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pk3 creation Soldier of Fortune : SoFII Mapping From the SoF2_MP_Maps.doc: 4.2 The syntax of .ARENA As stated above, a .ARENA is required by the menu system to display the map. The syntax is as follows. Ignore everything between ( ) { map "mp_shop" (the name of the bsp file) longname "The S... [more] |
12 | 1604 | Jun 24, 2002 05:07 am by Pasca ![]() |
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Moving (swaying?) grass Soldier of Fortune : SoFII Mapping Kizan: That is the texture you are supposed to use (the "floor" one)... Use it and the game will render the grass (you won't see the grass in the editor).... [more] |
24 | 1306 | Jun 22, 2002 02:28 pm by Pasca ![]() |
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Moving (swaying?) grass Soldier of Fortune : SoFII Mapping Hmmm... I tried that texture and the grass showed up in the game but without any textures. Both the grass and the ground below is all black (you can see the grass as a silhuette against a lit wall). Anything I have missed?... [more] |
24 | 1306 | Jun 22, 2002 08:28 am by Pasca ![]() |
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Moving (swaying?) grass Soldier of Fortune : SoFII Mapping I also would like to know how those large grassy areas are done. ... [more] |
24 | 1306 | Jun 22, 2002 05:29 am by Pasca ![]() |
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