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Latest Posts by N
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dm_Tower Beta
Valve's Source : HL2 Mapping
Your decals look ... strange? As if they are fullbright? How did you create them -- did you use overlays? I'm only getting this from the screenshots you posted.... [more]
11 2199 Jan 26, 2005 08:27 pm
by N
General advice: clipper and carve
Valve's Source : HL2 Mapping
As you make your maps, pay attention to your base geometry and what you are splitting up. In general, don't ever use the carve tool. The clip tool, however, is very, very useful. Rather than explain why, myself, I'll simply point you to read this... [more]
1 3907 Jan 26, 2005 08:17 pm
by N
Wires...
Valve's Source : HL2 Mapping
I know what you're talking about -- and you really don't want to use meshes or brushes for this. What you want to use, is a new feature or effect included in the Hammer editor. This is outlined in my previous post about reading the Valve posted tutor... [more]
8 2126 Dec 15, 2004 12:11 am
by N
Beginning mappers/veterans alike should read over ...
Valve's Source : HL2 Mapping
Before you start mapping in the Hammer editor/Source, I would highly recommend grabbing a cup of coffee and doing some reading first. What to read? Well, this: Source SDK Documentation and this: Hammer Documentation Now, there are many sec... [more]
1 1423 Dec 14, 2004 07:01 pm
by N
Machineguns on vehicle/vis-portals
Valve's Source : HL2 Mapping
Foyleman, while I don't disbelieve you, did you find anywhere in actual documentation that says that about the no-draw/caulk issue? As in the butting faces of brushes are ignored, as well as surfaces facing 'into the void' being ignored?... [more]
5 1779 Dec 14, 2004 06:55 pm
by N
HL2 Level Design: Physics
Valve's Source : HL2 Mapping
No problem -- I'm going to try and be active here, because I've really been waiting for this for a long time (Hammer 4); I really like the Source engine, and think I'll probably at least tinker around with the engine making silly/personal projects. Her... [more]
12 2637 Nov 18, 2004 06:07 pm
by N
Who esle is CSS mapping?
Valve's Source : HL2 Mapping
I will be playing around with CSS mapping, to be sure. The editor -- all you need is Hammer. It really is a fantastic editor, especially with the features in the newest version. It'll perform all your lighting, compiling, etc; it's the one stop shop... [more]
9 2413 Nov 18, 2004 05:56 pm
by N
HL2 Level Design: Physics
Valve's Source : HL2 Mapping
I tell ya what, here's a link: Snarkpit That'll answer some questions. But you can make brushes that have physics by making them a func_physbox; and if you give it prop data you'll be able to make it breakable. Also, you can use func_breakable... [more]
12 2637 Nov 18, 2004 05:54 pm
by N
HL2 Level Design: Physics
Valve's Source : HL2 Mapping
Including a lot of the heavy physics is expensive: both in terms of calculations, and bandwidth. That is because the physics of the objects need to be synchronized between the server and the clients. Anyway, all that aside, think of it this way: ... [more]
12 2637 Nov 18, 2004 04:41 pm
by N
HL2 Level Design: Physics
Valve's Source : HL2 Mapping
Make sure you pay attention to both the game type you are playing, and what entities you put into a map. For example, if you are making a Counter-Strike map, you do not want to go crazy on the physics props. And even then, if you are putting in some ... [more]
12 2637 Nov 18, 2004 04:12 pm
by N
call of duty
General Gaming Topics : General Gaming
Call of Duty was indeed incredible....can't wait to see what some modding/mapping folks make with this game!... [more]
16 2030 Nov 3, 2003 08:26 pm
by N
What's your favorite gaming news site?
General Gaming Topics : General Gaming
I also go to BluesNews, and the occasional followed link to GameSpy -- but, one site that is really run by some great folks, has a nice layout, etc, is: HomeLan Federation... [more]
7 2318 Oct 1, 2003 02:32 am
by N
a few questions
Soldier of Fortune : SoFII Mapping
4. The GIMP should be just fine. The textures need to be in 'squares', or like, of a certain size like 256x256, or 512x512, 256x512, etc. While some textures might be created by hand, I'm sure that some of them are touched up digital photographs, o... [more]
4 1631 Dec 9, 2002 11:33 pm
by N
A tired ole gal with a few miles left?
General Gaming Topics : General Gaming
Yeah, that's exactly where I'm at, Fox -- even moreso with the number of mods that are out there, texture packs, etc. I think I'm going to work on some of those cooperative levels, since me and a few friends have started playing it, and it's a lot of fun... [more]
6 1641 Dec 9, 2002 06:53 pm
by N
A tired ole gal with a few miles left?
General Gaming Topics : General Gaming
The editor, tools, and resources seem to have come a looong way since then, foyle. ;) There's an interesting mod that allows you to play cooperatively with folks over the internet, on these special maps: a LOT of fun.... [more]
6 1641 Dec 9, 2002 06:37 pm
by N
A tired ole gal with a few miles left?
General Gaming Topics : General Gaming
I'm just wondering if any of you here ever did any mapping for Half-Life? Or if you did or didn't like the game and any of it's various mods. The other day I really just wanted to mess around with some map editing, and since I no longer own SoF2, and ... [more]
6 1641 Dec 9, 2002 05:56 pm
by N
A few things
Soldier of Fortune : SoFII Mapping
Shaders... Let's say you have a texture, and it looks like a squarish light fixture. A shader is like an 'information' script that the compiler uses to give that texture extra function. For example, the shader can say, "this texture has a surface t... [more]
3 1802 Dec 2, 2002 04:37 pm
by N
BRUTUS IS EVIL!!
General Gaming Topics : General Gaming
Congrats on the job there Burnside. And Brutus isn't evil, he's a good fella -- after all, sometimes in the course of political restructuring, it becomes necessary to "cut out" certain elements that need to be resolved. :devilishgrin: Sorry I never ... [more]
6 1195 Nov 25, 2002 03:47 pm
by N
Sky light vs GHOUL objects
Soldier of Fortune : SoF Mapping
I'm not sure on that one, and honestly can't remember really paying attention to that, since many of my areas with outdoor 'skies' still had mostly interior style areas.... [more]
3 1101 Nov 6, 2002 02:26 pm
by N
custom skies here
Soldier of Fortune : SoFII Mapping
Wow, that's some great looking work, Torchy. :smokin: ... [more]
5 1803 Nov 5, 2002 04:43 pm
by N
how to turn down light sky gives off
Soldier of Fortune : SoFII Mapping
Fox, you plugged my program AND called it great -- you totally made my day. :D I'd say that it sounds like you've got more than problem with just the shader. You need to look at and evaluate the design of what you're building. If you have dark corne... [more]
8 1520 Nov 5, 2002 04:42 pm
by N
tut video and textures
Soldier of Fortune : SoFII Mapping
You most likely need the Divx codec to watch the movie. Get that from www.divx.com I'm not sure what the deal is on the JPEGs.... [more]
3 1492 Nov 4, 2002 08:39 pm
by N
Looking for a Map-Mate :)
Soldier of Fortune : SoFII Mapping
This is seriously cool. Reading posts like this and the response therein is what makes this site in particular, one of the friendliest, more quality sites I routinely visit. I wish the both of you the best of luck, and will look forward to seeing what y... [more]
7 1719 Nov 4, 2002 07:13 pm
by N
Jedi Knight 2
General Gaming Topics : General Gaming
Optimize my butt -- they did it to be able to get the multiplayer component out the door on time, or, just didn't care. Seeing as how much the single player porting was crappy, for THEM perhaps it's a good thing they did.... [more]
3 1148 Nov 3, 2002 04:07 pm
by N
About DOOM III ...........
General Gaming Topics : General Gaming
The game editor is supposed to be included within the actual engine for the game, sort of like Serious Sam's. At first John Carmack wasn't doing to do that because he wasn't sure if he could get the same performance in making the editor integrated into... [more]
9 2281 Oct 27, 2002 03:13 pm
by N
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