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Latest Posts by ShosMeister
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Scripted door with sound
Call of Duty : CoDUO Mapping
Rats! I can't see anything wrong there. Do you have this put together in a small test map that you could zip up and post or e-mail?... [more]
30 1757 Jun 13, 2005 12:09 pm
by ShosMeister
Scripted door with sound
Call of Duty : CoDUO Mapping
Actually it works perfectly fine like that. What's in your .csv file? Post that. I took a look at my elevator routine and it looks pretty much the same - I may be missing something small but ..... - The only thing I noticed is that I play the sound bef... [more]
30 1757 Jun 11, 2005 02:17 pm
by ShosMeister
Scripted door with sound
Call of Duty : CoDUO Mapping
Do you have all of the necessary stuff in your .csv files???... [more]
30 1757 Jun 11, 2005 01:00 am
by ShosMeister
Mohaa Maps!
Call of Duty : CoD Mapping
Having converted two maps (Stadt and Palermo) from MoH, I can confirm what others have said - make it in CoD/UO Radiant. I used the MoH file and editor as a reference to get basic size/position information and just built the entire map from scratch. It... [more]
8 2131 Jun 2, 2005 05:26 pm
by ShosMeister
Scripted door with sound
Call of Duty : CoDUO Mapping
Did you ever get it working Azz????... [more]
30 1757 Jun 2, 2005 05:08 pm
by ShosMeister
Scripting a moving environment
Call of Duty : CoDUO Mapping
Great idea. Here's my input: Are you using the existing train models or creating your own from brushes/etc? My guess is the latter since the existing train models would allow a person to exit the train and has no method of moving from car to car "insid... [more]
13 1641 Jun 2, 2005 05:00 pm
by ShosMeister
is there a way conveyor belt
Call of Duty : CoD Mapping
The problem you may run into is what I did with my elevator in Stadt. I know how to move stuff (I have a moving train in Fort McHenry) and managed to create an elevator with no problems. You can go in and the engine seems to handle you moving up and down ... [more]
11 1673 Jun 2, 2005 04:46 pm
by ShosMeister
custom textures...
Call of Duty : CoDUO Mapping
roads is NOT a valid shader so unless you have made your own (which you could probably easily do by maybe editing the gravel or dirt or concrete) you can't use that. They do have to be specific sizes as well. Both dimensions have to be a power of 2. Mo... [more]
24 1751 Mar 13, 2005 06:57 pm
by ShosMeister
DDS Converter 2 settings
Call of Duty : CoD Mapping
Rats. I was hoping it may have been something simple. Question though, why do you want to make the texture a .dds? Do you have to for some reason? I have put lots of custom textures in my maps and left them all as .jpg files with no problems.... [more]
21 2032 Mar 10, 2005 10:29 pm
by ShosMeister
non-stock textures
Call of Duty : CoDUO Mapping
If all you are looking for is sand (sorrry didn't read all the posts - just glanced) there is one in the Italy section. It's new in UO so you won't find it in the stock CoD textures.... [more]
23 1641 Mar 9, 2005 07:13 pm
by ShosMeister
Aligning Patches of Different Density
Call of Duty : CoD Mapping
My patch work is still pretty bad but what I've done is usually, the two patches aren't the same length on the side that is joining. I split the one that is smaller and add connecting points to try to get them to match up. Why? Because I ran into the same... [more]
3 1545 Mar 9, 2005 07:09 pm
by ShosMeister
DDS Converter 2 settings
Call of Duty : CoD Mapping
Did you write your own .bat for the compile? If so and this is for CoD (not UO which I think is correct), double check it or use CoDBuilder or CoDPiler. It looks like everything is okay except I don't see any line that says it actually created the .bsp. T... [more]
21 2032 Mar 9, 2005 07:05 pm
by ShosMeister
DDS Converter 2 settings
Call of Duty : CoD Mapping
Hey Orion, maybe there is another error that you're not seeing??? Just a thought because, as I mentioned, I thought those were just warnings. Do you have a pause at the end of the script so you can see what the output is when it's done? If not, add tha... [more]
21 2032 Mar 9, 2005 12:50 am
by ShosMeister
DDS Converter 2 settings
Call of Duty : CoD Mapping
I have no clue how you can use winrar to change a file type. Anyway, I get those warnings during compile as well and sometimes even on "stock" textures. I don't worry about them any longer as they appear okay in-game and have the desired effect (i... [more]
21 2032 Mar 8, 2005 03:42 pm
by ShosMeister
MOHAA to COD
Call of Duty : CoD Mapping
The short answer is no. The reasons are at least a few that I know of - I converted MoH:Stadt and working on Palermo to CoD:UO. 1> The scale is completely different. I don't know the exact dimensions of things in MoH but I managed to figure out that... [more]
3 2041 Mar 8, 2005 03:36 pm
by ShosMeister
UO_Stadt
Call of Duty : CoD+UO General
This is the final test release of UO_Stadt. A conversion of the MoH map. Supported gametypes are DM, TDM and DOM. It doesn't really seem to work too well with other types. The BMW from Daffy is in there and you'll need the support file for that if you ... [more]
8 1790 Mar 8, 2005 01:22 am
by ShosMeister
Need help with no prone script
Call of Duty : CoD Mapping
Someone may have a copy that they can send you or you can search here for the tutorial/test map that was made long ago to handle no_prone. What the dentist posted is correct but the tutorial shows you what you need to put in your map in Radiant to actuall... [more]
7 1772 Feb 23, 2005 07:15 pm
by ShosMeister
Sound To Door_Rotating
Call of Duty : CoDUO Mapping
Does anyone know if the error in CoD has been fixed in UO where using the func_doorrotating made the door non-solid - in other words, you could shoot through it?... [more]
4 1679 Feb 23, 2005 03:42 pm
by ShosMeister
prefabs
Call of Duty : CoDUO Mapping
Stryder, Does the alt-shift-click also work for selecting the entire thing or does that only work with script_objects?... [more]
16 1455 Feb 23, 2005 03:41 pm
by ShosMeister
Jeep speed in MP
Call of Duty : CoDUO Mapping
There are a couple of options: You can copy the jeep_drive from the pk3 (not sure which it's in but it shouldn't be hard to find) and copy that into your map. As long as it loads after the stock .pk3 it will override it. In there, you should be able to fi... [more]
6 1931 Feb 23, 2005 03:37 pm
by ShosMeister
Exploding walls
Call of Duty : CoDUO Mapping
Did you see anything wrong with them? I haven't looked at the tutorial yet but I will. Thanks for all of your help to the community in general and to me. If you're ever in my area, let me know and the first round is on me.... [more]
12 1882 Feb 22, 2005 07:45 pm
by ShosMeister
Exploding walls
Call of Duty : CoDUO Mapping
Did you get all of the files Stryder? I'm at work so can't resend them and am going skiing this weekend. If you didn't get them let me know and I'll resend them as soon as I get home this evening. I included screen shots to show you what it was doing. I t... [more]
12 1882 Feb 18, 2005 01:21 pm
by ShosMeister
Exploding walls
Call of Duty : CoDUO Mapping
I feel your pain Stryder so, I attempted to put together a small test map for it. Only problem is, there was a problem :( :( Here's the .bsp, .map and .gsc along with some screen shots. (if it will let me upload all of that) - never mind. Won't let ... [more]
12 1882 Feb 18, 2005 01:05 am
by ShosMeister
I need a scripter.
Call of Duty : CoD Mapping
uo_Elevator... [more]
9 2121 Feb 18, 2005 12:26 am
by ShosMeister
2-Way scripted rotating doors
Call of Duty : CoD Mapping
Not sure if it will work as I don't know how far apart trigger_use need to be but, why not make two triggers? One on the inside and one on the outside. Then, you can control it by what trigger the user triggers.... [more]
5 1893 Feb 17, 2005 07:17 pm
by ShosMeister
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