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Red X mark in Demoltion not showing up Soldier of Fortune : SoFII Mapping There are many circumstances that brushes can occupy the same space. Decals are one of them. Make a brush textured with "nodraw" an texture one side with the red x texture. place it so that the red x is at the same level as the surface you want it appl... [more] |
9 | 1999 | Nov 30, 2004 04:08 am by StonedAvenger ![]() |
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Getting Fed UP! Soldier of Fortune : SoFII Mapping First, make sure that your are using detail brushes correctly!!! Brushes are structural by default and will be used to calculate vis unless you designate them as detail brushes. If you are sure that you're not creating unnecessary / excessive portals ... [more] |
15 | 1706 | Sep 11, 2004 09:03 pm by StonedAvenger ![]() |
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Slickness Soldier of Fortune : SoFII Mapping "surfaceparm slick" there aren't any variables....slick or not slick.... [more] |
3 | 1713 | Sep 11, 2004 08:53 pm by StonedAvenger ![]() |
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bsp to map (source) file help needed Soldier of Fortune : SoFII Mapping Did you get it done? ... [more] |
7 | 1900 | Sep 11, 2004 08:51 pm by StonedAvenger ![]() |
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major problem help my map is huge Soldier of Fortune : SoFII Mapping First off, the name needs to be more unique. mp_seige has already been done. If you don't use unique naming for files and shaders then people are going to have problems with it. I would suggest not using mp_, instead use nox_seige or something less lik... [more] |
5 | 1663 | Sep 11, 2004 08:48 pm by StonedAvenger ![]() |
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Getting close but no bsp Soldier of Fortune : SoFII Mapping I'm starting to hate terrains........ Just when you think you have them figured out, they will come back and bite you. Keep in mind that I've been at this for a year or more. I've used both SDK and Gtk Radiant and both compilers. I've had both vertex ... [more] |
12 | 1553 | Aug 17, 2004 02:31 pm by StonedAvenger ![]() |
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'world/masked_glass not found' help please Soldier of Fortune : SoFII Mapping There is no texture set for sof2 called "world", so you must be using something custom, possibly something loaded from custom map in your base folder. Try shop/glass1 instead. Since you say you map is nearly done, it might be easiest to change alll... [more] |
3 | 1045 | Jul 22, 2004 10:35 pm by StonedAvenger ![]() |
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Bookmark this! Sticky This! Soldier of Fortune : SoFII Mapping If your working with shaders, or want to work with shaders...your going to need an up to date refrence. This one is still being updated now and then, and is written and revised by obsidian and ydnar (ydnar makes q3map2). Things have changed, and things ... [more] |
1 | 989 | Jul 22, 2004 10:15 pm by StonedAvenger ![]() |
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please help me some1 Soldier of Fortune : SoFII Mapping lol! MYOB u rock! Yes, that is my barely off the ground sof2 mapping website. I started it for a friend who wanted to get into mapping. Rather than try to walk him through it over TS, Vent or even IM...I chose to write it up into a guide/tutorial th... [more] |
4 | 1193 | Jul 22, 2004 09:59 pm by StonedAvenger ![]() |
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compiling time question ... morbidly curious! Soldier of Fortune : SoFII Mapping P.S. Did you say hill? Like as in a gensurf, or other terrain? That should be DETAIL!!! You DON'T want a node to be created for every single trianglular brush in that terrrain. That would be bad for performance and very bad for compile time. Make a ... [more] |
29 | 2210 | Jul 22, 2004 09:23 pm by StonedAvenger ![]() |
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compiling time question ... morbidly curious! Soldier of Fortune : SoFII Mapping VIS shouldn't take more than a few minutes to process. If it does, then your probably going to get excessive and unnecessary portals as a result of having too much structural complexity. Light should be the only stage than can take hours to complete, de... [more] |
29 | 2210 | Jul 22, 2004 09:13 pm by StonedAvenger ![]() |
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missing shader on the transparent textures tutorial MODSonline : MODSonline I was wondering what happened to the shader example for the transparent textures tutorial? It's kinda an important part of the tutorial (if you want to finish the job). Plus it came straight from Ydnar, author of q3map2...he was nice enough to write it ... [more] |
4 | 1596 | Jul 22, 2004 08:54 pm by StonedAvenger ![]() |
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ok, I hear you MODSonline : MODSonline lol the other thread got locked....... [more] |
6 | 2012 | Jul 22, 2004 08:35 pm by StonedAvenger ![]() |
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ok, I hear you MODSonline : MODSonline Wow I didn't realize the costs would be so costly. I guess hosting files and eating up bandwidth does add up. This site has been around a long time, and it is a great resource. I really do appriciate the time and expense you put into it. Sorry if my... [more] |
6 | 2012 | Jul 22, 2004 08:32 pm by StonedAvenger ![]() |
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Subscription required to use custom avatars.......... MODSonline : MODSonline Yes, but that's my point, you help people here, and so do other members, including myself. You don't get paid for your work, but I have to pay for a measly avatar for my work. It just doesn't inspier me to participate and pass along my experience much k... [more] |
7 | 1699 | Jul 22, 2004 08:51 am by StonedAvenger ![]() |
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Subscription required to use custom avatars.......... MODSonline : MODSonline Quote:Upload A Custom Avatar If you would like the option to upload a custom avatar, you will need to upgrade your account. Check out our subscriptions page to see what other benefits you can get. I just tried to add my custom avatar to my accoun... [more] |
7 | 1699 | Jul 22, 2004 04:11 am by StonedAvenger ![]() |
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Detail Brushes Soldier of Fortune : SoFII Mapping Quote: "As long as you do not make the worldspawn floor detail that would really cause a problem." Quote: Any brush that is not otherwise an entity, is "worldspawn"...regardless of whether it's detail or structural. Most of your map is worldspawn. ... [more] |
12 | 2903 | Jul 22, 2004 02:41 am by StonedAvenger ![]() |
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r_showtris and r_speeds Soldier of Fortune : SoFII Mapping Ok this is a long thread...but I have a couple things to throw in.... Hint brushes inside of doors....I don't see how this is necesary or would give "priority" in any way. If the surrounding wall is structural, there will be portals created in the doo... [more] |
36 | 4625 | Jul 22, 2004 01:50 am by StonedAvenger ![]() |
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Odd shadows... Soldier of Fortune : SoFII Mapping It looks to me like there is a brush up against or even partialy inside of that wall, possibly a hint brush, trigger, or other normally non visible brush? Also a big caulk would do that too (LOL). Are you sure there's NOTHING there to create a shadow? ... [more] |
9 | 1373 | Jul 21, 2004 11:54 pm by StonedAvenger ![]() |
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Diagonal walls/windows Soldier of Fortune : SoFII Mapping Any of the following will get the job done. E - moves edges X - clipper tool V - moves corners But the way I did it (the easy way) is to hold down CTRL and left-mouse-click outside the brush on the end you want to raise (or lower) and drag it up (or... [more] |
8 | 1740 | Jul 17, 2004 08:16 am by StonedAvenger ![]() |
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sa_barn released!! (Raven's mp_barn modified by StonedAvenger) Soldier of Fortune : SoFI+II Map + Mod Releases Woot it's on sof2files.com now! http://sof.filefront.com/file/Ravens_BarnModified_by_StonedAvenger;27832 ... [more] |
4 | 2547 | Jul 10, 2004 03:45 pm by StonedAvenger ![]() |
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sa_barn released!! (Raven's mp_barn modified by StonedAvenger) Soldier of Fortune : SoFI+II Map + Mod Releases It's a modified version of the Raven map, Barn Storm. It's been opened up and expanded to support ALL gametypes. The inside of the barn is the same as original for the most part, with a few additions. Outside is a lightmapped terrain. It's complete an... [more] |
4 | 2547 | Jun 30, 2004 05:23 am by StonedAvenger ![]() |
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incomplete/inaccurate tutorial for sof2 mapping MODSonline : MODSonline The transparent textures tutorial for sof2 that starts as a crosshair and ends as a fence is incomplete and inaccurate. It's like the underpants gnomes "plan" that didn't have a phase 2 at all. It makes no mention of "alpha channels" or "masking", which... [more] |
3 | 1735 | Jun 30, 2004 05:13 am by StonedAvenger ![]() |
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