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Latest Posts by (R)ough(R)ider
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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
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
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
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
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
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
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
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
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
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
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
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
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
soundloadspecs...
Call of Duty : CoDUO Mapping
any ideas? ... [more]
3 1391 Nov 2, 2004 11:09 pm
by (R)ough(R)ider
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
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
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
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
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
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
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
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
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
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
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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