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Topic | Replies | Views | Last Post | |
Explain this vehicle, I dare ya! Call of Duty 2 : CoD2 MP Mapping Yup that's me. There's 2 way to go about it. 1. Manually use a clip (whatever is needed) brush to wrap your model...or 2. Open up 2 instances of Radiant, the other one being your map. Go to the radiant with no map and open a collmap from the collmaps... [more] |
21 | 1634 | May 4, 2006 02:57 am by |OCG|=gLiTcH= |
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custom texures Call of Duty 2 : CoD2 MP Mapping Sorry to drag this post back out. I think one more thing may need to be fixed with the tut. I've noticed when you set your textures cullFace to "none", it doubles the textures drawing, even if it's caulked. Ex. Make a box and cover all six sides, don'... [more] |
60 | 2287 | May 3, 2006 08:05 pm by |OCG|=gLiTcH= |
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Explain this vehicle, I dare ya! Call of Duty 2 : CoD2 MP Mapping I was having issues with the higgins, but I got it to work. Instead of using misc_model, bring it in as a script_model. After that grab it's collision map (if it needs one) from the collmaps folder. This method at least worked for the higgins, haven't tr... [more] |
21 | 1634 | May 3, 2006 08:08 am by |OCG|=gLiTcH= |
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[Tutorial] Adding rain to a COD2 MP map! Call of Duty 2 : CoD2 MP Mapping Isn't this the script I put together for my destroyed village map? It's nice to see it works for CoD2 too.... [more] |
33 | 2773 | May 1, 2006 11:13 pm by |OCG|=gLiTcH= |
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custom texures Call of Duty 2 : CoD2 MP Mapping Stryder, one more for your tut. If you are noticing that bullets holes aren't registering on your textures, aka bullet decals. Change sort from "multiplicaptive" to "default". [IW]RUNGSI confirmed this, and it's been tested and it works.... [more] |
60 | 2287 | Apr 28, 2006 10:50 pm by |OCG|=gLiTcH= |
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custom texures Call of Duty 2 : CoD2 MP Mapping Stryder...great tut! Here's an addon to that tutorial if you would like to add it to it. If this post is too big, please do move it. I just figured it out and felt I needed to share. This is a tut to get a custom texture check box in the asset manager,... [more] |
60 | 2287 | Apr 28, 2006 07:21 am by |OCG|=gLiTcH= |
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Plane sounds Pt 2 ?! Call of Duty : CoDUO Mapping The script I posted will spawn everything you need. No need to add anything to the map. I did forget to mention what was needed for the sounds....add this line to your maps .csv file in your soundloadspecs\mp folder......gmi_mp_aircraft.csv... [more] |
36 | 1422 | Sep 27, 2005 09:42 pm by |OCG|=gLiTcH= |
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Plane sounds Pt 2 ?! Call of Duty : CoDUO Mapping Don't know if this will help...but you can tear it apart. I used this for the destroyed village map I converted. Just change the plane type, flight paths (up top) and the sound location (under Plane_Sound). Code: //|OCG|=gLiTcH= main() { pre... [more] |
36 | 1422 | Sep 27, 2005 09:19 am by |OCG|=gLiTcH= |
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Why arn't there any servers in my coduo_MP?! Call of Duty : CoD+UO General I've had a similar problem in the past and thought it was router related. This method is worth a shot....go to your CoD folder and delete your "servercache.dat" & "uoservercache.dat" files only. Go back into the game and refresh your game browser. No need... [more] |
22 | 1217 | Sep 27, 2005 08:51 am by |OCG|=gLiTcH= |
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Base Assault Console Command for Testing Call of Duty : CoDUO Mapping You can also just use these commands in console for these gametypes...bas,ctf, or dom... /scr_debug_bas 1 /scr_debug_ctf 1 /scr_debug_dom 1 These will allow a match to start without anything else needed. Just select the opposite team for it to tak... [more] |
5 | 1423 | Mar 2, 2005 11:52 pm by |OCG|=gLiTcH= |
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Custom Flaks For Custom Maps Call of Duty : CoDUO Mapping Well just to confirm.....they place nice together....no worries. ... [more] |
4 | 1292 | Feb 22, 2005 05:38 am by |OCG|=gLiTcH= |
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Custom Flaks For Custom Maps Call of Duty : CoDUO Mapping Thanks for the props! As for them conflicting...I don't think so. The serverside looks for the _flak_gmi.gsc within stock & custom maps and has it's own set of cvar's for control. The script for the customs, really just calls to it's own script. To be hon... [more] |
4 | 1292 | Feb 22, 2005 05:27 am by |OCG|=gLiTcH= |
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Custom Flaks For Custom Maps Call of Duty : CoDUO Mapping Sup all! Just got finished with the custom map version script for flaks (destroy and respawn 'em....burntime, damage and explosions included). With this you would call to my script rather than the _flak_gmi.gsc for flak placement. With the link below you ... [more] |
4 | 1292 | Feb 21, 2005 04:35 am by |OCG|=gLiTcH= |
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|Release| Sever Side Flak88 Mod for CoD:UO 1.51 Call of Duty : CoDUO Mapping Sure thing! Thanks man!... [more] |
4 | 1299 | Feb 17, 2005 02:07 am by |OCG|=gLiTcH= |
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|Release| Sever Side Flak88 Mod for CoD:UO 1.51 Call of Duty : CoDUO Mapping Sorry for the double post. I forgot to mention I also have this same mod going strictly to script for use with customs maps, without having to use the server side mod, that should be done soon. Anyway...if your interesred, extra info can be found here....... [more] |
4 | 1299 | Feb 16, 2005 10:47 am by |OCG|=gLiTcH= |
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|Release| Sever Side Flak88 Mod for CoD:UO 1.51 Call of Duty : CoDUO Mapping Here's a Server Side mod I just finished up. Here's a bit from the readme that comes with the zip....enjoy! Go here for the file.... lOCGl=gLiTcH= svr_glitch_flaks_v1.0_CoDUO_1.51 Quote: ===ServerSide Only=== Flak88 Modification for CoD:UO 1... [more] |
4 | 1299 | Feb 16, 2005 10:30 am by |OCG|=gLiTcH= |
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Locked door sound (???) Call of Duty : CoDUO Mapping HeHe...that script looks familiar. It's the old way of doing it, but its effective. What you need to do is make a trigger_use brush (wrapped in trigger texture) in front of the locked door. Give it values of: classname - trigger_use cursorhint - HINT_... [more] |
5 | 1146 | Feb 13, 2005 09:32 pm by |OCG|=gLiTcH= |
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Clipping a player useable flak 88 Call of Duty : CoDUO Mapping I don't think any amount of clipping will help, the tanks do it as well. What you can try is, setting up a horizontal limited arc. With your flak bring up the entites list and give it a key of harc and then a value of desired amount. Say if you give it a ... [more] |
3 | 1722 | Feb 11, 2005 07:39 pm by |OCG|=gLiTcH= |
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Destroyable Faks For MP Map? Call of Duty : CoDUO Mapping I was wondering if anyone can point me in the right direction? What I'm trying to achieve is basically the ability to destroy a flak and have it swap to a destroyed model (death_model referenced from gmi flak script). I've gotten very close after countles... [more] |
1 | 1205 | Feb 5, 2005 04:53 pm by |OCG|=gLiTcH= |
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A question to StrYder or other master mappers :) Call of Duty : CoD Mapping Did anyone read the readme that came with the map? It is a retextured map. Not a .bsp to .map to .bsp. And just to clairify, I did not claim it to be mine. Never have, never will. I consider it as a mod. Think about the full game conversions and mods out... [more] |
37 | 1631 | Oct 15, 2004 08:24 pm by |OCG|=gLiTcH= |
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how i put vehicles in my map (uo) Call of Duty : CoDUO Mapping papercut check yer pm.... [more] |
23 | 2086 | Oct 2, 2004 08:28 pm by |OCG|=gLiTcH= |
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how i put vehicles in my map (uo) Call of Duty : CoDUO Mapping Just wanted to give you guys a heads up that there an easier way for vehicles. Read thru this post I made at IW. It's as simple as adding a missing folder. You still need to make a .csv for your map under soundloadspecs for the vehicle sounds to work corr... [more] |
23 | 2086 | Oct 2, 2004 08:20 pm by |OCG|=gLiTcH= |
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brecourt_winter (modified stock map) Call of Duty : CoD+UO Map + Mod Releases =brecourt_winter modified stock map= Everything you need, and need to know is in the .zip file. Here's some of the readme included, as well as a link to some screenshots. Enjoy! The map is currently in rotation on: |OCG|-Winter_Brecourt- 67.18.25... [more] |
1 | 1703 | Sep 2, 2004 06:56 am by |OCG|=gLiTcH= |
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