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Latest Posts by ajrendall
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Models and exploders
Call of Duty : CoD Mapping
yes, i think i have done that. I see what you mean though. If the compiler/editor can't find the collmaps, then it can't load the correct one for the model. I'll have to check that. collmaps should be under the textures directory? is that right? (that'... [more]
3 1397 Mar 1, 2005 11:01 am
by ajrendall
FLARE: MAX BRUSH SIDES?
Call of Duty : CoD Mapping
You gave me an idea. If there are 20 FACES, how many SIDES are there? I'm not sure if that's it, but I removed the clipping brushes and it works now. So, next question. How can I prevent a player running through a model? By surrounding it in a clip ... [more]
4 1267 Feb 8, 2005 04:20 pm
by ajrendall
FLARE: MAX BRUSH SIDES?
Call of Duty : CoD Mapping
No, not normally, although I may have used CSG to make the skybox and then manipulated it into a non-overlapping set of brushes. I can't remember. Other than that, I never use CSG. Flare used to work fine. So I am guessing that it is something recen... [more]
4 1267 Feb 8, 2005 04:16 pm
by ajrendall
FLARE: MAX BRUSH SIDES?
Call of Duty : CoD Mapping
Hi all, I'm getting an error when I run Flare over my map: brush has side count 146 > MAX_BRUSH_SIDES (128) One would think it would be easy to find a brush like that, but I have NONE like that in my map. I have even run through the text of the m... [more]
4 1267 Feb 8, 2005 01:35 pm
by ajrendall
Aimbots?
Call of Duty : CoD Mapping
narc writes...Quote:... you know the idiots that make cheats for kids like this are just funneling money into punkbuster industries pockets, ... I thought Punkbuster made the cheats as well. You know, self perpetuating industry. LOL. I think he's ... [more]
34 3377 Feb 7, 2005 12:37 am
by ajrendall
What causes "mixed face contents"
Call of Duty : CoD Mapping
Interesting. Thanks everyone. It would explain the skybox as it only has texture on the inside. Yes, I only get it during verbose compile. There are loads of places where I have different textures on the same brush. Anywhere where I have been tri... [more]
8 1635 Feb 6, 2005 06:31 pm
by ajrendall
What causes "mixed face contents"
Call of Duty : CoD Mapping
Hi everyone, During my map compilations, I have noticed that my skybox and some other brushes on my map are giving "mixed face contents" warnings. Many of these brushes have been fine on other maps (they have been loaded in as complete structures et... [more]
8 1635 Feb 6, 2005 10:00 am
by ajrendall
FX and what they do
Call of Duty : CoD Mapping
WOW, this is amazing. I have been doing the same kind of thing, but with pen and paper. It's such a great help to anyone building a map, but even more helpful to those who, like me, are starting out and don't have the foggiest notion of what each of th... [more]
17 2130 Feb 6, 2005 09:47 am
by ajrendall
Stype or Shader???
Call of Duty : CoD Mapping
Thank you kindly. I knew I had seen some reference to a shader manual somewhere. A.... [more]
3 1035 Feb 4, 2005 08:11 pm
by ajrendall
Stype or Shader???
Call of Duty : CoD Mapping
Hi everyone, I am mucking around with a few custom textures so I have a simple question (I hope): What is the difference between a shader file (in the scripts directory) and an stype file (in the shadertypes directory). Could someone enlighten me... [more]
3 1035 Feb 4, 2005 02:26 pm
by ajrendall
Water over terrain
Call of Duty : CoD Mapping
Thanks for that guys, I think I've sorted it now. It seems that the overlap in the terrain was just a bit too big when water is involved. I do know about the vertex welding, but using a simple patch as opposed to a terrain mesh means that the vertic... [more]
6 2098 Jan 26, 2005 12:36 am
by ajrendall
Water over terrain
Call of Duty : CoD Mapping
I should have mentioned that I already thought of that. It only happens at the join between two patches. The patches are lined up as close as I can get them, with a tiny overlap. All I can imagine is that the water changes the dynamics of the player... [more]
6 2098 Jan 25, 2005 09:25 pm
by ajrendall
Water over terrain
Call of Duty : CoD Mapping
I am adding a river to my map and have come across a bit of a problem. I have made the river banks and bed from simple patch meshes, so I can bend them into the shape of the bank and the curve of the river. This works fine. I have added the water br... [more]
6 2098 Jan 25, 2005 07:00 pm
by ajrendall
Thrown brushes disappearing
Call of Duty : CoD Mapping
Timely, accurate and always helpful. Thanks Stryder (again). A.... [more]
3 1055 Jan 22, 2005 03:20 pm
by ajrendall
Thrown brushes disappearing
Call of Duty : CoD Mapping
Hi everyone, only me ... I'm experimenting with some brush models that I use in a destroyable fence. I am using the brush_throw() function to send the parts of the fence flying when the associated damage trigger is activated. For some reason, althou... [more]
3 1055 Jan 22, 2005 02:21 pm
by ajrendall
Rotation axis question
Call of Duty : CoD Mapping
Well, I have tried all the rotate functions I can find information about, and ALL of them seem to rotate according to the WORLD axis, not the local one. There must be some why of specifying the local axis? I have called them seprately and using the sel... [more]
5 1103 Jan 19, 2005 12:16 am
by ajrendall
Terrain generator - it works!
Call of Duty : CoD Mapping
Wow! What a lot of contention. I would think that a terrain generator that does all the work for you would be a little bit of overkill, but something that can take a standard DEM file and make patches from it is a great tool. I have used tools such ... [more]
19 1710 Jan 18, 2005 05:24 pm
by ajrendall
Terrain generator - it works!
Call of Duty : CoD Mapping
Sounds like just the tool I've been looking for (building terrain drives me nuts). Where can I get it? A.... [more]
19 1710 Jan 18, 2005 08:13 am
by ajrendall
Rotation axis question
Call of Duty : CoD Mapping
Thanks Stryder, I think I am rotating on the world axis rather than the local one. This is the script I am using, but I can't work out how to get the rotate functions to refer to the local axis: storehouse_trap_door() { trapleft=getent("trap_door... [more]
5 1103 Jan 17, 2005 01:52 pm
by ajrendall
Rotation axis question
Call of Duty : CoD Mapping
I know it's not normally acceptable to reply to one's own message, but I have added these images to help explain the above: That should help a bit. :) A.... [more]
5 1103 Jan 17, 2005 12:28 pm
by ajrendall
Rotation axis question
Call of Duty : CoD Mapping
Hi there, Slowly but surely I am getting to grips with creating maps. Right now, I am working on a trap door (yes I know there are many examples of these) but it's acting in a rather strange way. I've worked out that when I rotate the door, it is... [more]
5 1103 Jan 17, 2005 01:35 am
by ajrendall
Keeping Main folder clean?
Call of Duty : CoD Mapping
I find for my own use that if I make a separate folder and run it as a mod folder, it works fine. Ie: another folder alongside main that acts just like a mod. Then us fs_gamepath (or whatever it is) to direct the game to that folder. I am probably just... [more]
4 1024 Jan 8, 2005 12:57 am
by ajrendall
Trigger sensing scripts
Call of Duty : CoD Mapping
Thanks again, I've already read most of the tutorials, but I haven't seen anything about the available keys/values for entities such as triggers. Is there a good resource for them? ... [more]
8 1377 Jan 8, 2005 12:52 am
by ajrendall
Trigger sensing scripts
Call of Duty : CoD Mapping
br3nt writes...Quote:I assume U Know That. LOL. No, didn't know that, only been mapping for a week and only been scripting for about 48 hours! Thanks for the help. Is there a list of built-in entity keys somewhere on this site. I haven't found one y... [more]
8 1377 Jan 6, 2005 06:01 pm
by ajrendall
Trigger sensing scripts
Call of Duty : CoD Mapping
Thanks, br3nt. Makes perfect sense! In fact, that was kind of the mechanism I was using already. For some reason, it wasn't working. I think i was calling another thread to do the "outside" part of the trigger sense and the compiler didn't like it. ... [more]
8 1377 Jan 6, 2005 09:43 am
by ajrendall
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