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Posts: 1 / 2575 Damaged .pk3's
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Topic | Replies | Views | Last Post | |
Shallow Graves BETA Call of Duty : CoD+UO Map + Mod Releases Sorry... link no longer works... [more] |
7 | 4167 | Apr 20, 2011 11:48 pm by Horseman |
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[RELEASE BETA] SubZero beta Call of Duty : CoD+UO Map + Mod Releases Sorry... link is no longer working.... [more] |
3 | 2705 | Apr 20, 2011 11:45 pm by Horseman |
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COD4 map concept: Castelnau-Paygerols Call of Duty 4 : CoD4 MP Mapping my 2 cents..... WOW!.. I think if you put the effort into it, This map will be a real popular one with those servers that appreciate good tactically inclined maps. Great work so far... I'm sure we will add it to our servers' rotations soon. edited on ... [more] |
27 | 3818 | Jan 23, 2008 04:54 am by Horseman |
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it really makes me mad -_-;; Call of Duty 4 : CoD4 MP Mapping pizza writes...Quote:try this, donno if it will work but its worth a shot start > right click my computer > properties > advanced > performance settings > advanced > change virtual memory to like 1536 Its a good idea to let windows dictate you... [more] |
4 | 1709 | Jan 23, 2008 04:48 am by Horseman |
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Walkiing Through Xmodels Call of Duty 4 : CoD4 MP Mapping Read the WIKI Models in COD4 are different than previous version...... [more] |
8 | 1241 | Jan 23, 2008 04:42 am by Horseman |
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what scale do we use to make maps in COD1 Call of Duty : CoD Mapping I have done alot of experimenting with this...so Ill tell you what works/looks good for me... 1 unit = 1 inch example....average human male is 5'11" tall ...or 71" tall.... so are the models a character is 71 units tall and 32 units wide. a ... [more] |
3 | 1336 | Mar 18, 2007 02:03 am by Horseman |
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Perceiving the Human eye FPS to the Game FPS? Call of Duty 2 : CoD2 General If what you say is true (the human eye can only perceive 20-30 FPS) then a fster rate on your monitor should NOT be noticable...make sense? I dont believe that the human eye is limited to 20-30 FPS...probably more like 70-90 FPS... but look at it this ... [more] |
10 | 2242 | May 30, 2006 03:52 pm by Horseman |
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ADDING DOOR SOUNDS Call of Duty : CoDUO Mapping I used a version of this on ASYLUM 3 and it works perfectly had well over 20 doors (included 3 distinct door types) I used this script for my "Wooden Doors": Code://///////////////////////////////// /////////| DOORS_SOUND.gsc |////// /////////| By... [more] |
6 | 1442 | May 30, 2006 03:38 pm by Horseman |
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NEW, FRESH ideas !! Call of Duty : CoDUO Mapping Ive recently created a script for another sliding door For me, it was a bit complicated...but im proud of it A switch opens a set of sliding Baydoors.. An alarm sounds for 4 seconds...then a 1 second pause... then the doors open apart from each othe... [more] |
11 | 2169 | May 30, 2006 07:26 am by Horseman |
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unit size in feet? Call of Duty 2 : CoD2 MP Mapping Aye... the grid is just there to give you a guide...a 'yardstick' , if you will. If you set the grid to 8, it makes a brush 8 units by 8 units.. Likewise, if you set the grid to 64, you will create a brush 64 x 64 units. I agree that 1 units it appr... [more] |
6 | 1281 | May 30, 2006 07:16 am by Horseman |
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rotating floor Call of Duty : CoD Mapping swatcorv writes...Quote:********note******** you need your thing in a .iwd file to make it work! *.iwd ??? ...isnt that for COD2 ?? What section of the forums am I in ?.. **looks up at thread header in confusion**... [more] |
7 | 1667 | May 30, 2006 07:07 am by Horseman |
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why are the vehicles f***ed up? Call of Duty 2 : CoD2 MP Mapping DadofAzz writes...Quote:Also try washing your mouth out! ROFL! ... [more] |
5 | 1771 | May 30, 2006 07:04 am by Horseman |
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I got another one... Call of Duty : CoDUO Mapping OOPS.. i hit 'NEW POST' button instead of the 'REPLY' button. This post is supposed to be in a thread called NEW, FRESH ideas !! No wonder it made me enter a TOPIC before it would post it...sheesh edited on May. 30, 2006 03:02 am by Horseman... [more] |
2 | 1226 | May 30, 2006 06:58 am by Horseman |
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I got another one... Call of Duty : CoDUO Mapping Ive recently created a script for a sliding door For me, it was a bit complicated...but im proud of it A switch opens a set of sliding Baydoors.. An alarm sounds for 4 seconds...then a 1 second pause... then the doors open apart from each other with... [more] |
2 | 1226 | May 30, 2006 06:53 am by Horseman |
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ADDING DOOR SOUNDS Call of Duty : CoDUO Mapping There is a Tutorial for this - >Here However, as this fella tells it, you must create a script file for EACH DOOR... This is NOT correct! There is a much easier method. Create your door...func_door_rotating give it a targetname...targetname=door ... [more] |
6 | 1442 | May 26, 2006 12:26 am by Horseman |
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SEARCH-n-DESTROY questions Call of Duty 2 : CoD2 MP Mapping From what I read, not many ppl are including S&D in their COD2 maps... Is this because of the limited info on creating this game type? If there is a Tut on S&D development out there, will someone place a link please...Id love to get started on some ... [more] |
6 | 1832 | May 2, 2006 04:37 pm by Horseman |
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All Done - Map Complete - 1 mp spawn/intermi....spawn, gsc, arena done - What Next ? Call of Duty : CoD Mapping Shimm writes...Quote: My MP LAN worked like a dream. Im still not sure how "everybody" gets my pk3 file - spose / assume that it downloads on your first connection to my server. would make sence. If the client has DOWNLOADS enabled, then the server will... [more] |
11 | 1363 | Mar 3, 2006 08:21 pm by Horseman |
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All Done - Map Complete - 1 mp spawn/intermi....spawn, gsc, arena done - What Next ? Call of Duty : CoD Mapping goto the Tutorial section and read up on making a PK3 file This is good info... this will give you the correct structure that you file needs to be in order for it to run on a server. ***take special note*** When creating the PK3 files - make sure th... [more] |
11 | 1363 | Mar 2, 2006 11:55 pm by Horseman |
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Auto Open Sliding Door Call of Duty : CoD Mapping WOW!!!....Good for you! and nice idea by the way... [more] |
18 | 1498 | Mar 1, 2006 04:51 am by Horseman |
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Auto Open Sliding Door Call of Duty : CoD Mapping right below the last wait commend add this... self thread door_slider(); return; this should make it repeat itself as needed. Im making a 'not-so-educated' guess here... Im pulling this idea from other scripts. edited on Feb. 28, 2006 11:47 pm... [more] |
18 | 1498 | Mar 1, 2006 04:46 am by Horseman |
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Auto Open Sliding Door Call of Duty : CoD Mapping YAY!!! I helped! OH.. so it needs to be re-threaded i think Self thread....not sure of corrent syntax edited on Feb. 28, 2006 11:30 pm by Horseman something like: thread door_slider(); right at the end - I THINK edited on Feb. 28, 20... [more] |
18 | 1498 | Mar 1, 2006 04:28 am by Horseman |
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Auto Open Sliding Door Call of Duty : CoD Mapping LOL I see from the other files hosted here that you visit some of my favorite sites! Suggest you host it somewhere else...but i got it..will look at it tonight Right off the bat, i see something i think of importance.. you actually have 2 trigger... [more] |
18 | 1498 | Mar 1, 2006 04:12 am by Horseman |
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Flashing Lights in COD? Call of Duty : CoD Mapping BR3NT - If you would be so kind... Could you find the time to slap together a 'sample' of this ? Id love to dissect it and see how it works. ... [more] |
16 | 1746 | Mar 1, 2006 04:08 am by Horseman |
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Auto Open Sliding Door Call of Duty : CoD Mapping The door : classname / script_brushmodel targetname / door The trigger : classname / trigger_multiple targetname / trig correct? Yes, im sure the door is correct or it wouldnt move at all. Im at a loss...you're above me at this point. Without h... [more] |
18 | 1498 | Mar 1, 2006 03:50 am by Horseman |
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popular? Battlefield : BF2 Mapping Objects in the game - tanks, guns, trees, etc. are models that are easily placed. Terrain and buildings however are created... However, keep in mind that there are lots of sites out there that host 'PREFABS' for games of this nature...You can download... [more] |
9 | 3778 | Mar 1, 2006 03:35 am by Horseman |
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