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Latest Posts by getmapsfergy
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See thru the map
Call of Duty : CoD Mapping
also make sure that you are not using a texture with a white border around it...you'll be able to walk through those ones!... [more]
12 1347 Mar 24, 2005 11:33 pm
by getmapsfergy
COD UO Tools Instalation Problem
Call of Duty : CoDUO Mapping
first off...when you installed the tools, I'm betting that you had the install program install it to your c: drive. Check in C:/program files for a call of duty folder, and there should be a uotools folder there. If these are there then you have to d... [more]
13 1570 Mar 19, 2005 04:21 pm
by getmapsfergy
CnQ--How?
Call of Duty : CoDUO Mapping
with the orginal CNQ map - Gun Assult, there is a readme file that will tell you exactly what you need to do...it's really not that hard, just a matter of keeping track of what keyvalues you give the different spawns and objectives. ... [more]
5 1602 Mar 19, 2005 04:13 pm
by getmapsfergy
Pro help needed here: Outdoor Portals question
Call of Duty : CoDUO Mapping
okay now i need someone with the know-how (or anyone that wants to help). I understand these portals, except for one thing...how do they work with workable doors? I know that when the door is closed, the door will block the tris from being seen on the... [more]
36 1931 Mar 6, 2005 02:55 am
by getmapsfergy
commons
Call of Duty : CoDUO Mapping
First off, make sure that since you are going to reinstall everything (COD, COD:UO, Graydiant), that after you uninstall what you have already that you check and delete the Call of Duty folder (if it still remains! This happens alot). Then make sure you... [more]
8 1094 Mar 2, 2005 05:41 pm
by getmapsfergy
Non-Playable SP level
Call of Duty : CoDUO Mapping
Is there a way to load a sp layer in the game, and not have all the game actually "Run" the level. I want to look around some of the levels....any ideas?... [more]
2 1090 Feb 18, 2005 04:23 am
by getmapsfergy
Best way to make curved railings.
Call of Duty : CoDUO Mapping
OKay here's my delima... In my map there's going to be a lighthouse...and I want to be able to walk around the top. (no big problem). Now I want to create a railing so that you can't jump (or fall) off. I could go the easy way and just clip the rai... [more]
4 1162 Feb 8, 2005 08:32 pm
by getmapsfergy
New map by Azz: (mp_nonameyet)
Call of Duty : CoD+UO Map + Mod Releases
Hey Azz, Looking good man, been away for a while, just got back, and can start finishing up on my own map. For a name for this "snowy village" how about "mp_snowy village" Or what about "mp_karitzwa" (just a made up name). Keep up the good ... [more]
47 2675 Feb 8, 2005 08:16 pm
by getmapsfergy
Fast auto download
Call of Duty : CoD+UO General
Quote: Here's what I have set up - please tell me where I'm going wrong. Maps on the server: /uo Maps on my download site: my.domain.com/aa/uo dedicated.cfg set up: set sv_allowdownload "1" set sv_dl_maxRate "84000" set sv_wwwDownlo... [more]
15 2740 Dec 19, 2004 06:29 pm
by getmapsfergy
Is this possible?
Call of Duty : CoD Mapping
i know that this won't help much, but maybe just lead in a direction to look into, but the same happens if you put anything on a brush and make it move, whatever is not part of the script_brushmodel will just stay there. (although as a player..if you go o... [more]
9 2095 Dec 16, 2004 03:52 am
by getmapsfergy
Help needed with script...
Call of Duty : CoDUO Mapping
is this not just like the s&d gametype? I know that you can put multiple RE objectives, and the game will use random ones (via scripting?), wondering if it might be fessible to make this a RE gametype, but instead of putting an object in one place and ne... [more]
4 1306 Dec 16, 2004 03:44 am
by getmapsfergy
My W.I.P. map for 2005 (screen shot) Le_Pont_Valentre_Cahors
Call of Duty : CoD+UO Map + Mod Releases
kewl azz...can't wait to play this map. I'm almost at a point where i can put up some screenies of my WIP. That should be in another month or so.... [more]
43 3502 Dec 15, 2004 05:13 pm
by getmapsfergy
GIF ANIMATION
Call of Duty : CoDUO Mapping
best bet is to extract the movie file into individual .tga files and then create a patch or brush for each .tga file, then create a script to 1) hide all of these brushes, then 2) quickly show 1 brush, 3) hide that brush and show another, and continue unt... [more]
5 2041 Dec 15, 2004 05:09 pm
by getmapsfergy
Fast auto download
Call of Duty : CoD+UO General
this is a UO function only!... [more]
15 2740 Dec 14, 2004 03:44 pm
by getmapsfergy
Fast auto download
Call of Duty : CoD+UO General
oops, screwed up the last post... try this Krunch Where the maps are on the server: c:/program files/Call of duty/UO Where the maps are on your site: ftp://what.ever.com/call of duty/maps/uo (anything here...aslong as the UO is there. What t... [more]
15 2740 Dec 13, 2004 09:09 pm
by getmapsfergy
Little scripting help please.
Call of Duty : CoD Mapping
i would suggest taking a look at the elevator tut/map/prefab. Pretty sure you need to put if..then statements in the script..so that its basically... if train is at switch A..move forward if train is at switch B...move backward don't know the scri... [more]
16 1814 Dec 13, 2004 04:48 am
by getmapsfergy
metal catwalks
Call of Duty : CoDUO Mapping
Okay here's my question...what do you do to get nades (smoke and explosive) to stop going through metal grated catwalks? I tried using a "weapon clip" but that stopped the nades but i got a black and grey checkered texture in my grating...wrong clip mayb... [more]
2 1224 Dec 6, 2004 05:33 am
by getmapsfergy
bunker color
Call of Duty : CoDUO Mapping
Select all patches and brushes you want to be a specific texture, then hit "s" and click on "natural" or "axial" which ever works. Just make sure all the brushes and patches as selected!!!... [more]
16 1602 Nov 24, 2004 12:16 am
by getmapsfergy
My W.I.P. map for 2005 (screen shot) Le_Pont_Valentre_Cahors
Call of Duty : CoD+UO Map + Mod Releases
Very good Azz...a warning for you though...put a back-up copy of the map in a safe location...preferably off-computer if you can. I spend the last month working on my map, and lo-and-behold, today i deleted it by accident, when i went to move the backups... [more]
43 3502 Nov 19, 2004 05:29 am
by getmapsfergy
moving objects with a trigger!
Call of Duty : CoDUO Mapping
okay well get this...i'm the world's biggest idiot....after spending months on this map, and days getting this bridge to move...what do you know I go and delete the whole directory with all my map files :-( How i do this...accediently when i went to move... [more]
16 1562 Nov 19, 2004 05:25 am
by getmapsfergy
moving objects with a trigger!
Call of Duty : CoDUO Mapping
okay i got it working the way i want it now...yahoo!!!! Now i just have to figure out how to make it make noise when it moves...(almost got that down i think), and how to make the switch animate from the down position to the up position and vise versa! ... [more]
16 1562 Nov 17, 2004 11:53 pm
by getmapsfergy
moving objects with a trigger!
Call of Duty : CoDUO Mapping
i will try that...once i reinstall COD and UO...last night right after i got it moving..when i was compiling...i went to rename Call of Duty to Game to finish the compile process, and accidently deleted the Call of Duty files. So...I'll let you know if t... [more]
16 1562 Nov 17, 2004 09:36 pm
by getmapsfergy
moving objects with a trigger!
Call of Duty : CoDUO Mapping
well azz and stryder...i got it working...well sort of!!! the bridge now retracts...but it goes back to where it started! I used the .gsc from the tutorial on scripting...and changed the wait (4) to a higher number to make it take longer. But that's j... [more]
16 1562 Nov 17, 2004 06:10 am
by getmapsfergy
moving objects with a trigger!
Call of Duty : CoDUO Mapping
to styder...thanks for the suggestions. I have three "script_brushmodels" these are: 1) the bridge floor 2) the left railing, and 3) the right railing. So what i'm getting is to make em so they are 1 "script_brushmodel". I didn't know that! Also a... [more]
16 1562 Nov 17, 2004 02:10 am
by getmapsfergy
Scripting Help Please
Call of Duty : CoD Mapping
see tuts on moving along the z access...like doors, and x acces like the sliding door up..but how about along the y access...want to use it to slide a bridge across a canal! and i'm having the same problem here...help would be appreciated!... [more]
21 1671 Nov 16, 2004 11:46 pm
by getmapsfergy
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