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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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I need a scripter. Call of Duty : CoD Mapping uo_Elevator... [more] |
9 | 2121 | Feb 18, 2005 12:26 am by ShosMeister ![]() |
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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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