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by morgawr
Posts: 4 / 189 The Future of MODSonline
In The News by KAZAM3766
Posts: 1 / 524 CoD: Battle Royale
CoD+UO Map + Mod Releases by morgawr
Posts: 1 / 2595 Damaged .pk3's
CoD Mapping by lazygit
Posts: 1 / 3109 heli to attack ai
CoD4 SP Mapping by DrBiggzz
Posts: 11 / 996 New Cod UO Rifle Mod.
CoD Mapping |
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Topic | Replies | Views | Last Post | |
view Call of Duty : CoDUO Mapping thmapper, i know this is off-topic, but i noticed you have Rome: Total War. I have been trying to decide whether of not i should get it, and i was wondering if you could give some comments about the game. ... [more] |
13 | 1436 | Nov 12, 2004 11:22 pm by (R)ough(R)ider |
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problem with artillery... Call of Duty : CoDUO Mapping Well, the new binoculars that can call in artillery is cool, except for the shells explode above the ground. I don't know if there is something wrong with my skybox, or if i need to change something else. Btw, this is for my map, not a stock map. Maybe no... [more] |
5 | 1702 | Nov 12, 2004 12:52 am by (R)ough(R)ider |
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Map file Valve's Source : MODSCON - ALL I have a few questions: First, does the map have to be a historical battlefield, or can it be "realistic fiction", something that could have happened, but can't be backed up. Second, When I release a map, should i be getting a copyright, or something,... [more] |
8 | 2876 | Nov 11, 2004 10:55 pm by (R)ough(R)ider |
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Can StrYder answer this please (its a batch file question) Call of Duty : CoDUO Mapping For the official release of a map, not testing, is it ok to do fast vis? I think i read a thread somewhere that said CoD, and im guessing CoDUO also, doesn't need full vis. Also, what exactly is the difference between full vis and fast vis?... [more] |
7 | 1404 | Nov 11, 2004 10:33 pm by (R)ough(R)ider |
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mp_farmhouse1_2 for CoDUO Call of Duty : CoD+UO Map + Mod Releases Sorry, thought you meant mp_farmhouse lol . MP_Subterranean is based not on any historical data, but a place similar to this could have existed. It is basically a big snowy valley, fairly open, with roads, and steep, cliff-like hills. On top of these ridg... [more] |
11 | 2069 | Nov 11, 2004 03:50 am by (R)ough(R)ider |
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mp_farmhouse1_2 for CoDUO Call of Duty : CoD+UO Map + Mod Releases Download mp_farmhouse1_1. It is the previous version of my map, and much of it is the same. The background info on the map is a small farmhouse in the bocage area outside of Carentan, near to a highway used to bypass Carentan.... [more] |
11 | 2069 | Nov 9, 2004 11:33 pm by (R)ough(R)ider |
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Please post these tutorials... Call of Duty : CoDUO Mapping I believe that you replace the description with what you want it to say, although im not exactly sure what the description is used for. An example might be: Code: flag1.description = "Bunker/South Field"; I am just guessing at what the descri... [more] |
6 | 1889 | Nov 9, 2004 10:32 pm by (R)ough(R)ider |
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Please post these tutorials... Call of Duty : CoDUO Mapping Tutorial: Layers This is my first attempt at a tutorial, but I noticed that there aren't many CoDUO tutorials, so here's a beginners tutorial on how to organize your map with layers. 1. Okay, you have an existing map from Radiant or a Graydiant map wit... [more] |
6 | 1889 | Nov 9, 2004 09:54 pm by (R)ough(R)ider |
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mp_farmhouse1_2 for CoDUO Call of Duty : CoD+UO Map + Mod Releases The latest version of my map, mp_farmhouse1_2, is almost complete. I changed the lighting so that it is less dark, and added a bonfire. I fixed the dom gametype, so it should work. If you want to test the map and/or give me some final comments please post... [more] |
11 | 2069 | Nov 9, 2004 09:39 pm by (R)ough(R)ider |
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helpful info about cullfog Call of Duty : CoDUO Mapping I figured out a way to make getting the right color of cullfog much easier. Normally, you have to guess to get that nice looking fog that fades away into the background. Open up the env folder and find your sky's tga files. Pick either lt, rt, bk, or ft. ... [more] |
2 | 1425 | Nov 4, 2004 02:32 am by (R)ough(R)ider |
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idea for a mod - need help Call of Duty : CoDUO Mapping I have an idea for a "realism" mod, but i don't have much experience modding, only mapping. Basically, it would clean the screen of all information, so that the only way to communicate is with in-game verbal commands. Also the scoreboard would be hidden u... [more] |
2 | 1378 | Nov 4, 2004 12:34 am by (R)ough(R)ider |
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Hey will someone make a dom tutorial?? Call of Duty : CoDUO Mapping Here is a quick tutorial from pakuo1 maps/mp/gametypes: Code: Domination Objective: Each team needs to try and capture all of the flags. Multiple people capturing a flag will make the capture happen quicker. Round ends: When one team captures all... [more] |
4 | 1609 | Nov 2, 2004 11:44 pm by (R)ough(R)ider |
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Friendly Chain problems Call of Duty : CoDUO Mapping I was having a problem with the auto targeting in uo also, except for mp. i fixed it by simply making my own targetnames, and targeting them manually. This helped me, maybe it will work for you. In my opinion, it is best to just avoid the ctrl + k method,... [more] |
4 | 1274 | Nov 2, 2004 11:15 pm by (R)ough(R)ider |
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soundloadspecs... Call of Duty : CoDUO Mapping any ideas? ... [more] |
3 | 1391 | Nov 2, 2004 11:09 pm by (R)ough(R)ider |
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CoDUO Radient(How do you use it) Call of Duty : CoDUO Mapping the video tutorials by Wyatt Earp are excellent, and many of the original cod tuts still apply to uo.... [more] |
2 | 1512 | Nov 2, 2004 10:56 pm by (R)ough(R)ider |
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UO WORLDSPAWNS Call of Duty : CoDUO Mapping All that work, when it was already done, oh well ... [more] |
5 | 1453 | Nov 2, 2004 10:52 pm by (R)ough(R)ider |
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CUSTOM TEXTURES Call of Duty : CoDUO Mapping it involves scripting, and im not sure how everything works exactly, but here is an example: Code: textures/ardennes/transparents/foy_field_fence { surfaceparm metal surfaceparm trans surfaceparm alphashadow surfaceparm nomarks surfaceparm non... [more] |
7 | 1383 | Nov 2, 2004 10:50 pm by (R)ough(R)ider |
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COMPILE MESSAGE...SHADERS Call of Duty : CoDUO Mapping Textures, i believe (correct me if I'm wrong), are "assigned" a shader, which they use, so you don't need to "get" the shaders. If you're talking about making a foliage sound or something, many common textures have useful shaders.... [more] |
5 | 1421 | Nov 2, 2004 10:42 pm by (R)ough(R)ider |
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UO WORLDSPAWNS Call of Duty : CoDUO Mapping Ok, here is the finished list: Code: Bastogne1 "minlightcolor" "1 1 1" "minlight" ".2" "_color" "0.700000 0.800000 1.000000" "diffusefraction" ".3" "northyaw" ... [more] |
5 | 1453 | Nov 2, 2004 10:37 pm by (R)ough(R)ider |
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UO WORLDSPAWNS Call of Duty : CoDUO Mapping Well, it isn't a nice list, but if you open the .bsp files for the maps with notepad or any text editor, and search for "worldspawn" it will take you to the section of the bsp with the worldspawn values. I think I will make a list of all of them when I ge... [more] |
5 | 1453 | Nov 2, 2004 09:47 pm by (R)ough(R)ider |
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soundloadspecs... Call of Duty : CoDUO Mapping i have searched the forums and done everything possible, but whenever i make a soundloadspecs/mp file for my map, all sounds except the menu sounds stop. When i delete the soundloadspecs folder, the sounds play fine, except the sounds i added in the sound... [more] |
3 | 1391 | Nov 1, 2004 11:03 pm by (R)ough(R)ider |
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battle of the maps...sign up here Call of Duty : CoDUO Mapping We could use experts like you, unless you want to sit back and be a judge.... [more] |
8 | 1356 | Oct 30, 2004 10:45 pm by (R)ough(R)ider |
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battle of the maps...sign up here Call of Duty : CoDUO Mapping Well, I guess I'll be the first to sign up. Basically, I can answer yes to all of the questions except modding, and everything except scripting is above a 6 or 7. Of course, I am not comparing myself to anyone, so it is only a guess. I can be a team capta... [more] |
8 | 1356 | Oct 30, 2004 09:28 pm by (R)ough(R)ider |
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mp_farmhouse1.1 for CoDUO Call of Duty : CoD+UO Map + Mod Releases i think i know the problem. I forgot to add a few things for certain gametypes that are needed for a linux server. I am working on mp_farmhouse1_2, and I will do my best to fix the problem. I am almost positive that dom gametype does not work, or that the... [more] |
17 | 2530 | Oct 30, 2004 09:11 pm by (R)ough(R)ider |
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battle of the maps Call of Duty : CoDUO Mapping For teams, if you want to sign up, please post in this topic, putting your name and experience with mapping on a scale of 1 to 10, 10 being an expert. you can also list a specialty if you want to. I don't see the need to clutter the forums auy more than t... [more] |
16 | 1875 | Oct 29, 2004 10:45 pm by (R)ough(R)ider |
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