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Latest Posts by Pasca
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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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